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Exoplanet: First Contact - Design and Harvesting

by Myrthos, 2017-10-23 12:19:16

The recent update for Exoplanet: First Contact is about the design of a canyon and harvesting antigravium crystals.

It was late June when our game designer asked a very reasonable question: "Why the hell our location name is Windscream Canyon but there's still no canyon there?" Highly inspired, he decided to make a rough example of this canyon to share with us.

Of course, as almost every rough draft it wasn't something really good-looking. I reckon, some people can even say that this screenshot is pretty ugly. But I fell in love with the idea because I saw huge potential and beauty in this draft.

There was a lot of work to be done. Creating new areas, especially that big, is always really hard. You should thoroughly plan every single piece of an area, all the trails, catwalks, hideouts and points of interest to make exploration interesting for a player. And of course, the hardest part is detailing. Without details the location appears empty but you also should make sure you don't overdo it with too much detail. That's why we are still working on some old areas: everything ought to be flawless.

Information about

Exoplanet: First Contact

SP/MP: Single-player
Setting: Technofantasy
Genre: Action-RPG
Platform: PC
Release: In development


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