Black Prophecy - Dev Diary: The Game Environment
Nick Ebenhoch, Art Director for Black Prophecy explains on their site a bit of the art direction the game is taking by showing the game environment.
The Black Prophecy universe should showcase a realistic but concurrently unreal environment. Amongst others, this was realized by the use of strong colors that you usually don’t see in a space environment. In doing so, we also paid attention to implement this subtly. Space-specific phenomena like other galaxies are not found in the backgrounds. You are still in the Milky Way but that far away from other galaxies that you are not able to see them with the naked eye.
The actual differences in the backgrounds are created in the various sectors. In addition to this the respective and distinctive characteristics of the current system you are situated in are showing up. If you are, e.g. in the Ianos system at the planet Triamon, the starting point in Black Prophecy, you will see huge rings of ice asteroids that embrace the planet. The planet is still visible in the background even if the player is moving away from Triamon and jumps into a nearby sector.
Information aboutBlack Prophecy
Release: In development