In Okhlos you lead a mob of tiny-pixel-art Greeks that go around a 3D mythological Greece, destroying everything in its way, crushing gorgons, toppling cyclops and overthrowing gods. The mob will grow with each person that joins: from peasants and philosophers to legendary heroes, all of them will make each mob unique and relentless… if you can control it. You will have lots of different units to assemble a massive mob!
Each unit is unique! And each type of unit will severely affect the mob.
And, of course, you can create lots of mayhem!
Okhlos does not have a release date yet, but we are aiming to release it sometime in early 2015 For PC, Mac and Linux.
We’ve been doing a lot of work on the core mechanics of Okhlos and we’re experimenting with quite a few things, some of them a little weird. It’s quite intensive, and coding for all these tweaks and new ideas has been taking up a lot of Sebastian’s time, so in the meanwhile I’ve been designing Atlantis, one of our new game worlds.
We know three basic things about Atlantis: It was circular, it was fictional, and it was somewhere in the middle of the Atlantic Ocean.
People tend to imagine Atlantis as an underwater city, since it sank into the Ocean, and we’re running with similar imagery. We’ve ditched the circular part, and are working with the idea that people kept living on it, despite the humidity.
As we’re running with a water theme I did a few quick google image searches to help me set the mood. I think we ended up with some good design constants for the city:
We’ll have a lot of coral and ferns around the buildings, and tridents as ornaments on the roofs and higher floors.
We’re having an ongoing problem designing the foliage and we still haven’t decided how to address it.
These are our current options (any and all feedback is welcome!):
As a soaked, inundated city, there should be no foliage. This is a simple approach, and although it makes sense it’s a bit boring. It definitely lacks something.
This option adds quite a bit to the visuals but is rather messy, to the point where it’s not pleasant to the eyes. (Keep in mind, the bamboo is a separate element, and not part of the foliage we’re discussing here.)
This last option still adds some flair, like the option B, but we took the rocks out of the equation. It looks better and a bit less cluttered, but it still doesn’t feel quite right.
We’re going to try a few other things for the foliage and we’ll come up with some more options, but we welcome your opinion on the matter. If you want to see Atlantis within the context of the game, there’s a few screenshots below!
This is it for this week, but there’s still a ton of things about Atlantis that I’d like to talk about in the near future! We’d love to hear your feedback about this new game world, so please let us know what you think!
This article was proofread and edited by @pfque_!
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