Worbital is a real-time artillery strategy game, peppered with a heavy dose of cosmic chaos. Spun off from the turn-based Interplanetary, Worbital attempts to realize interplanetary war in real-time, emphasizing hype-filled gameplay and gravitational destruction. Each player commandeers a planet, building support structures and increasingly powerful weapons. The goal: be the last civilization standing! With the shifting gravity on your side, aim your cannons, blast your enemies and enjoy the fireworks! It is unshackled from the grounded and deliberate style of its predecessor, in favor of unrealistic fun.
Hey, everybody! This week we’re putting out a little update on the Worbital art style development.
Our priority missions right now are building the essential tech for the game and defining graphical style of Worbital. While the first one is obvious, you might wonder about the art style changes—why are they needed? We had the mock-up graphics done for the reveal teaser (see above), but our work wasn’t done there. A big factor was the time pressure before the unveil. We were set to premiere the teaser during the Northern Game Summit, which allowed for limited time to revise the art style. A semi-polygonized look seemed like it would fit the general feeling of the game and the assets for it would be fast to produce, so that’s what we went with initially.
Once the announcement rush was over, we had some time to think ahead. Polygons were tricky: they looked good on close-ups and big objects, but when zoomed-out they were messy or just disappeared completely. After some consulting within the team and with our peers, we decided to ditch polygons to achieve a more unified style.
An important thing about Worbital’s initial style and also something people have noticed a lot is its colorfulness. The new style attempts it in a different way, shifting the color from the planets and the backgrounds to projectiles and explosions. Ba-BOOM!
Above is a screenshot showing off the current progress. What do you think?
So, that’s what’s up. A more extensive article about the art style development is coming later, so stay tuned. You can read our first feature telling about the origins of Worbital in our blog.
In the new blog post, our game designer writes about how a chain reaction of design choices made Worbital what it is.
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