Update #17 - The Art Pipeline

Our next milestone is the combat demo (don't ask me when), which is practically a game in itself as it requires pretty much everything: the character system, the combat system (attacks and NPCs' AI and pathfinding), the armor system, the gadgets, inventory, two hundred items (give or take) just to get the ball rolling, the interface, and god knows what else. It's a very complex task with a lot of moving parts that take awhile to define and even longer to implement.


Now that "where the game's at?" question has been answered, let's look at our art pipeline. Years ago Brian Mitsoda asked me about our art pipeline. I proudly told him that our pipeline's name is Oscar, but that was a long time ago and things have changed since then:

Step 1 is a rough Excel layout:


The Pit's central "square"

Step 2 is a rough in-engine layout:


^ The Promised Land saloon

Step 3 is painting over each building to define the overall look, lights, and assets needed:


^ The saloon


^ The Regulators' headquarters

Step 4 - the assets:



Step 5 - put it all together but we aren't there yet (we won't do it until the entire location is defined and all the assets are done, which would take a couple of months).

While it's not what Obsidian is doing with Deadfire, it's a big improvement over AoD and not just in terms of the overall visuals but also in terms of making the ship's environments more memorable. Hopefully you'll be pleasantly surprised.