We've been busy after the last update on SOS. We've set up the standard scale for buildings and established our first building kit. These are both Inside/outside, and will allow us to dynamically enter buildings from the outside but just turn the roof and south walls off.
Cliffs are also coming along and will now function the same way as buildings, with interior cavers and mines. We plan on having several types of stone: Marble, Granite, Slate, and other types. We're not sure if these will be mine-able in realtime or not, jury is still out on that. There's current dirt and rock. After prototyping we'll probably expand these to a few more other types, like sand dunes and awesome cosway stone, bio-mechanical structures, and crystals.
Finally, we have a rough idea for a splash screen. This was a very quick photobash to get a mood, think about details and composition, and a color scheme. Allegra also dis a quick sketch.
We'll be looking for artists to commission, since we are all busy on the game itself and don't have time. But this is the mood board feeling and Color/shape composition I'd like to go for.
Very high detail, a lot of the lore kinda baked into the concept, the feeling of two armies clashing on this sort of "Settlers of Catan" field of grass and farmland. A lot of gold and green on the ground leading up to snowy highs at left and barren desert on the right. All focused on this central sort of impending force of the dragon eating the sun, which is eclipsed by your arrival here on the pillar, with a road leading from it to the audience.
There's a lot of messaging in it. Should be very provocative, and especially on a large screen in-game, will feel like it sort of open up to swallow you. A big immersive world to step into and get lost in. We'll be looking for artists through the new year.
We're also still looking for a second programmer, and taking recommendations. They will need to be very versed in Unity and know our core inspirations, Star Sector and RimWorld, with modding experience as a developer. Morningstar will feature top down melee combat and ideally our additional programmer will have 2D Hack & Slash experience to make up for our deficits, or at least capable of assisting with that very delicate task. We can get through that on out own, but it'll be quite a distraction from the other major features, and would be much more efficient if we added another team member.