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Wasteland 3 - Fig Update

Discussion in 'Game/SP News & Comments' started by RPGWatch, Apr 29, 2017.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]Some new ideas for Wasteland 3 are getting implemented:

    All Work and (Some) Play
    As we go deeper into pre-production and the Colorado wasteland continues to take shape, we want to keep showing you some of the unique areas our writers and level designers are developing. Below, we have a few (spoiler-free!) details on the Stanley Hotel, a Colorado locale that inspired Stephen King's The Shining as well as our own writer, Colin McComb. He's been working with the rest of the team on the design of the zone, and we're ready to share how it fits into Wasteland 3. Additionally, we have a new concept render from the Bischoff brothers. We continue to use these pieces to flesh out our art direction, so we're excited to share them with you.

    Speaking of art, let me briefly touch on some of the progress our team has been making in that department. We've mentioned in the previous updates that a huge focus for us during preproduction is prototyping our systems and engineering needs. Art has similarly been hard at work on figuring out Wasteland 3's aesthetics and pipelines, and our technical artist, Joey Betz, has also been developing tools and algorithms for snow.

    For example, Joey has been working on slope based algorithms, which basically tells the engine to take our snow materials and only "paint" them on the top of objects (like cars, roofs, etc.), thin out based on the steepness of the slope they're on, and not appear at all on the bottom. He has also implemented a nice wetness algorithm, which works out melting snow on different surfaces. These subtle tech solutions are huge strides for us, as they allow our artists and level designers to do a great deal more with the many snow-heavy areas we are creating.

    [...]​
     
    Last edited by a moderator: Apr 29, 2017
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