Fractured State is an RTS game chronicling a civil war in the country of Laperia. In the Summer of 1195 the Ritualist followers of Jefferson Kimmel consolidate in the northern provinces and, along with constables from several city-states, cede from Laperia and form the nation of Kalen. Executor Sor, the Imperialist leader of Laperia, swiftly declares all out war while Kimmel mentors his followers on how to harness the technology of a mysterious ancient civilization.
Showing a revamped diffuse texture and some screen caps of a test scene giving a rudimentary sense of what the game will look like.
Here's the latest Dev Video that I made. It shows our snapping terrain system and a brand new Navigation Mesh module.
Todd shows and talks about the design of a new Ritualist faction unit and shows more prop concepts
We're approaching a year's worth of formal development on Fractured State. Read on to hear some of our discussions about the future of the game.
Todd shows the textured tenement and talks a bit about the way he paints textures.
Early stage models for propaganda, signs and an industrial monument.
Todd discusses a batch of props that might populate the game world.
Here's my latest development video. In this video I showed some iterative development on unit steering behaviors.
Todd shows an interior sketch and discusses how fleshing out the world in tangential ways helps him to design game assets.
Early Look at the knight model and his weapon. Model optimization, animation concerns and camera showing detail.
A sampling of images showing the first textured asset and some thoughts on the style Fractured State will utilize.
Kelso made a video to demonstrate our XML based UI system in its current incarnation and also to show the progress we've made towards actually getting...
Time spent modeling divided among creating, editing, and optimizing models from an early to finished state
Kelso does another video demo. This time of the Map Editor. Step inside for pink troop transports in all their glory!
The first potential vehicle and a mobile barricade are on this week's docket.
New models based on concept work in varying levels of doneness. A comparison of modeled buildings.
Kelso attempts to not make a big deal about being a week late with his post. Complete with new video demo!
This week we show some of the sketch work behind the concepts, along with one subsequent finished concept.
Before I left on my vacation I was pushing towards getting a playable prototype up and running. In the midst of this it started to dawn on me that the...
Animation rigging/skinning concerns on very low poly characters. Early iteration
We discuss the pitfalls of getting out of order when working on concepts and reveal the likely concept for the Ritualist Knight.
An early character model sculpt and a group of new props for both the character and environment
This week we return to concept art for the faction units.
I've been finishing up the first draft of a MAXScript to export model data into our custom format. I decided to go with an XML based format so that I...
Talk of modeling and efficiency with a concept in mind
This week we discuss the first faction unit and show some early prop concepts.
We're working towards having a playable prototype of our combat mechanics by the end of October. To that end I've been trying to nail down our content...
Fractured State now has a new team member doing 3d art!
This week we discuss the first finished cityscape and some early thoughts on building design.