City of Steam is a browser-based, free-to play online RPG set in an industrial world poised to rediscover the mythic forces that shaped its history.The nations and people of the World Machine, pushing heroes and villains alike toward a dangerous secret that could change everything.
Thanks to more advanced version of Unity 3D, our artists polished and improved some of the older suburbs a great deal. Now they are taunting you, daring you to explore them!
Posted by CoS_Ethan on Jun 3rd, 2012
A repost from City of Steam Dev Journals
Hi-ho again, readers! We’ve got more art-related goodness for you this week: this time, let’s talk cityscapes!
Even great changes can go unnoticed by those who only see the overall process in small, gradual steps (in this case: us developers). This week, after stumbling across some of the olderscreenshots that were tucked under the rug, it was clear to see how far we’ve come. Thanks to frequent Unity 3D updates and the tons of new and improved graphical features that were implemented over time, we were able to add and improve on particle effects, environmental effects, lighting and shading, and a bunch of other little things.
Take Gardenworks, for example:
Notice a difference? Ok, sorry, dumb question, yes, it’s very obvious. The skies went from a disaster-level smog alert to an even more sickening noxious green haze. We removed some of the clutter from all the houses being packed together, and added more varied detail instead, going with the theme of how plantlife is taking over.
Shuffling over to Central, we see:
Again, the sky looks a lot better here. Also, you’ll notice that the canal has more of a mist effect, which helps obscure the unknowns that are hiding down there.
Here is another location, Beryl’s Folly, which some of you may recognize (from screenshots or perusing the site); see how many improvements you can spot:
Before, the excavation pit in Beryl’s Folly was just a dark hole. Intimidating in its own right, but lacking the air of mystery surrounding it. Adding some glow, smoke, and floating embers makes the place seem more alive (and dangerous).
Needless to say, we’re feeling good about how things are turning out; we really want to make a good first impression at alpha (and subsequent releases, of course!), and every little daily tweak we’ve made had really added up. It’s good to take a step back once in a while and just enjoy the view!
As always, comments and thoughts are welcome! Feel free to drop by the Forum and discuss.