Update 2- Environment mockups


Mostly spent time on making rough drafts of the game environments in blender, and throwing a mesh collider on them in unity. I'm not really putting any care into optimization or good mesh topology right now- just roughing things out to get a feel for how everything fits together. Being able to actually walk through environments really helps get a grasp of scale, and unity's automatic blender importing means I can iterate on this very quickly.

Chapter 3's Floating City
Chapter 3 mostly takes place in a 'floating' city chained to the sky.

It's a pretty big place. For reference, here's the village that chapter 1 takes place in (i.e. the area where all the previous devlog's gameplay footage has come from):


Circled is a small house (which you sleep in to bait the demon out and start the boss fight). Interior view:

Now, compare that to the city:



The red circle is a cube with the same amount of floor space as the other red-circled building from the first village. So, things are quite a bit bigger. You can see the sky city's visual inspiration of chandeliers a lot more clearly from this angle. Other than the four stakes surrounding the city, all of the orange parts are going to be massive chains in the final environment. The central chain goes past the clouds- who's to say that the city is really floating?

The boss arena for this area is in that big central building. Here's what it looks like:


It's inspired by various depictions of throne rooms in fantasy stories (and reality). The boss for this area is a somewhat-mad ruler who will happily draw the blood from his subjects on the balconies above for additional ammunition to use against you.

Other Stuff




Another view of the wooded path section before the floating city in chapter 3.  Mostly experimenting with bumpy terrain- both how to make it and how well the 'stick to ground even when walking on uneven surfaces' code works.




Here's a really rough draft of the chapter 3 end fight (penultimate boss of the game). Nothing actually works, it's just there to test lighting effects and get a rough idea of scale between player and boss. The boss itself is also just a very rough mockup of the boss's silhouette and collision box. 


Some of the area in between the first and second chapter 2 bosses. While chapter 3 is a floating city, chapter 2's is sinking. Sort of like Venice; except on land. And the water is blood. And it's actually sinking, rather than the water level rising. Maybe not much like Venice after all. Lots of mockups here, like that lone tree model. For scale, the player is that little blueish speck on the path below that.

Get Bloodless

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