You’ve stumbled into a simulated galaxy and gained control of an alien family desperate to reach the mysterious planet Lilith. Warp from moons to planets to star systems, gathering resources, advancing your tech, and defending your crew across hostile lands and the open-world of space. This digital reality teems with alien life – some determined to keep “Users” like you out of their simulation. Lead well – your family is counting on you.

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So during our summer of dev, we have been formulating ways to express alien cultures through their architecture. There are seven dominant cultures in the galaxy we are creating (alas, we will dive deeper into their nuances in further posts). So for now, we’re talking ‘tecture (architecture).

One of the biggest challenges in imagining a culture is finding how symbolic representations, from colors to ornamentation to actual building designs, express identity. I found it’s best to think in terms of shapes. Specifically, finding ways to emphasize a certain shape in a building’s style and see what forms take hold. If I like something I stumbled onto, I may use that as a basis for many of the other buildings within that culture. The ChimCham culture, for examples, has a heavy emphasis on the crescent as a symbol and shape because the culture pretty much fetishizes the letter C. Take a look at some smaller village houses and then some larger city buildings/businesses:

chimcham cultural buildings and

We used coding wizardry to create a Unity tool that proceduraly generates structures. What this means is that we have a way to create unique buildings by combining the base hulls, windows, doors, and details of the building parts/meshes we’ve modeled. This allows us to create homogenous cultures as well as freaky combo-structures for those areas of the galaxy that lie between two or three different cultures. The ultimate goal here is to create regional immersion. When you’re near a hub of a certain culture and you land on a planet, we want it to feel different from where you just warped. Umm, let me just show you…

So, whenever I finish creating architecture for a culture — houses, complexes, businesses, etc. — I use the aspects of the style I just created to build a lovely townhall. These are MASSIVE edifices that truly emphasize what sort of look an alien culture values.

That little white dot is the size of our alien!

townhalls wp cc p db

townhalls nightshot

Checking them puppies out:



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The Majestic Glondosus

The Majestic Glondosus

Animal Model 1 comment

The majestic glondosus walks very majestically across planet surfaces.

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Lilith
Platforms
Windows, Linux
Developer
Jun & Pate
Engine
Unity
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Homepage
Junandpate.com
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Genre
Role Playing
Theme
Sci-Fi
Players
Single Player
Project
Indie
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Latest tweets from @jun_and_pate

Our planet... she is growing, learning, adapting. I suppose this one will carry #life. But of what sort?… T.co

Feb 24 2017

A planet is born. Look at all the undevelopment features. How cute. What should we call our first planet? #gamedevT.co

Feb 22 2017

Holy cow. That's not a cow. That's a spaceship baby! #gamedev #unity3d #wooooooooooooooooooo! T.co

Feb 20 2017

She's beautiful. Grown up. With regions and everything *wipes away a tear*. #gamedev # planet #gameart T.co

Feb 18 2017

Ok, we've got a prototype UI coming together. Radar, Navigation Ball, Gauges. #ui #ai #gamedev T.co

Feb 18 2017

Add even more gauges to your gauges to gauge everything gauge-able. #gamedev #warp #spacetravel T.co

Feb 16 2017

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