EDEN STAR - Clarkeh


Greetings Pioneers!

Design and Art have toggled laser focus mode (aka the mode of focus above the normal focus mode). Our major encounter points are getting some much needed attention to get the progression working well with the variety of exploration that is going to be on offer.

Matt - Art Director

I’ve been ‘syncing’ with designers on what is left to do from a design perspective for different types of encounters around what we deem the critical path. We’re keeping our attention firmly on visual improvements which can be delivered without influencing or changing any of the established gameplay progression.

A good example of this is just randomly adding creates for visual polish.. Due to the nature of the game a crate may have items you collect from it which can upset the balance of material collection at that point in time, and therefore upset designers. Sad designers = unhappy artists, and the vicious production cycle of passive aggressive notes left on peoples desks begins.

Joe - Lead Artist

More art polishing this week, with post processing and atmospheric tweaks going in, as well as implementing Tom’s rather nice cliff work.



Glenn - 3D Artist

Been hard at work creating some good uvs for the Transport Vehicle, really looking forward to getting this vehicle textured and in game. I’ve also been helping Joe with lighting when I get the chance, he’s been making great progress and the game is feeling really atmospheric.

Tom W - Technical Artist

Been looking at improving the spline tools we use to generate more complex cliff work. This has been useful for reducing setup time of the surrounding ground. I’ve started to implement auto adjustment and generation features that allow cliff rocks to blend better with the world terrain.

Davide - Concept Artist

Lots of concept work this week, I’ve been doing a first design pass on the alien foliage assets. The goal was to communicate the visual of something that can be visually associated with trees and bushes, but without being an actual plant, as that would be something that visually and conceptually belongs to the terran biome.



More concept work has been done to update the prefab bases that can be found around the world, plus a pass of set dressing on the shipwreck area.



Basia U - Animator

Continued creating new animations for fist melee attacks. I’ve finished off with some pretty cool new spear attack animations for the 3rd person. Today is my last day (which is a bit sad) but also I’m looking forward to moving onto other things and seeing where Eden Star goes! And I’m sure it’s going to be awesome.

John T - 3D Artist

After flinging himself at every rock around David was no longer able to produce the high quality rock collision we require so I have bravely taken on the mantle of Rock Collision Artist. I take this with a great honor and will fling myself at rocks with precision and pride.

David M - 3D Artist

So as Mr Tranter mentioned, the rock collision life wasn’t the life for me. I am now tasked with sprucing up the Dam interior with some fancy new wall panel variants as well as some other assets that will help the overall look and aid with future storytelling within. I have not forgotten my days as a rock collider, but I am surely glad they are behind me.

OG Tom W - Lead Designer

This week has been an interesting one for the design team as we have been reviewing the current game on the experimental branch and assess the players progression throughout the game. Our main concern was that the two of the main focus of Eden Star, base building and survival, were not working together as well as we wanted.

So we locked ourselves in a meeting room for the day and formulated a plan to restructure the progression around the player experiences we want to create. Without spoiling too much our current plan is looking at how we can integrate unlocking schematics into encounters and challenges.       

Melissa - Technical Designer

I've continued working on the new build wheel system & prototype this week. The build wheel prototype has developed quickly and we are currently at a stage where the wheel is almost functional from a basic user interface standpoint. The next stage however will be to get it functional from a gameplay standpoint, allowing the player to actually select an item and build it.

Hopefully it'll be at a stage soon where we can share some screenshots with you all.

Carlos - Developer

Being back on Eden Star has allowed me to begin my work on the respawn system in ernest! I’ve started the backend work to allow players to build our new respawn blocks in the world, as well as being able to claim any neutral respawn blocks as their own! I’ve also ensured that our new respawn blocks work both in multiplayer and singleplayer!

I’m excited to show you guys more on this once I have the backend work finalised! :)

Tom - Developer

This week I've been reworking a bunch of logic to do with how we decide what icon to stick on what object when you’re near it - whether its ammo or food or a lightswitch, the logic that drives that icon is a lot more robust.  Aside from that i’ve also been working on making them a lot more performant, and had a crack at solving the lag between the camera movement and the marker being realigned to its appropriate object.

See you in the fray!

-Team Flix
EDEN STAR - Clarkeh


Greetings Pioneers!

There’s been some Worldly changes going on. The team have been making further improvements to UI, world atmospherics and the base/build system. Design have been improving and balancing crafting and resource collection.

Matt - Art Director

Eventful week to say the least! many new elements of development are coming together to improve and unify the visual styling across the board, from the future vehicles to new UI elements.

There are quite a few VFX and atmospheric improvements that are being made which is pushing up the realism, making a big difference in the dangerous immersive feeling we’re trying to get across to Pioneers when they play this first area.

Joe - Lead Artist

Loads of high-level visual work has gone into ES over the past couple weeks - in particular, I’ve finished an initial pass on our lighting and day/night cycle visuals, and am now working on tying everything together with VFX and atmospherics.



The UI boot sequence and damage effects have also been improved, and I’ve made a couple of benchmark assets and placement systems to assist with level design.

I also had time to add some more informative, segmented health bars, just so players can see what they’re getting into when they initiate combat.



Davide - Concept Artist

Moved swiftly onto colour concepts and Orthographics for our hostile world tree variant. These trees are more in keeping with the visual language of the creatures. Pictures to come soon!

Glenn - 3D Artist

I’ve been working on the transport vehicle model, getting it closer to the latest concept and making it more functional with some removable parts. We have constructed it in such a way that the back compartment could potentially be removed and other modular assets put there instead, perhaps a trailer for carrying cargo or a gun turret.

In general it should look and feel more exciting and fit well with the rest of the Eden Star aesthetic due to Davide’s great concept work. It has also been optimised more, so it should perform well when in game. I’m really looking forward to driving it!



Andy H - Level Designer

This week I’ve been playing the early areas of the game to get an idea of how easy it is to gather materials for crafting, looking at item descriptions as I go. Been smashing all of our destructibles to see if they feel right and investigating damaging them with each type of weapon for balancing.

Some of the interaction markers for some Items were wrong so I’ve fixed that right up too. Also John T has gone over some new shipwreck assets that I’m going to spread around places next week to make shipwrecks look and feel more believable.

Lauren - Lead Animator

We've had time this week to delve into fixing up some of the 1st person player gun animation issues, also 3rd person melee animations with the fists and shiv have been getting some love, and are shaping up nicely. With the fixes incoming to 3rd person aiming this should make for a much nicer experience.

Yves - Senior Developer

Spent some time on the traces for 3rd person melee aiming to make bashing AI and picking things up in 3rd person much easier.

John T - 3D Artist

This past week I have looked back at the shipwreck and assessed how we could improve the overall aesthetic. This included breaking up the silhouette with some new panels and rebar. Also the arrangement of these assets better reflects the narrative that we wish to convey. The blending with the new terrain has overall been hugely beneficial to the scene.



David M - 3D Artist

First time joining the blog post and boy do I have a treat for you guys...I’ve been creating collision meshes for our beautiful rock collection! This may or may not have involved me flinging myself at real life rocks to test how collision should work. Either way, it’s been super fun and I hope it never ends.

Tom W - Lead Designer

This week I’ve been getting stuck back into Eden Star playthroughs so we can review certain elements of the game for balancing. This has also been great for spotting little bugs we’ve had and cleaning them up as we go along. The only noticeable change for players will be some animations for the reticles on melee weapons, kinetic tools and build tools.

Melissa - Technical Designer

Jumped onto this project for the first time recently and have been prototyping a new build wheel interface and back end system to make it more user friendly and easier to navigate. This prototype is in the early stages but is coming together well.

Look back here for more updates soon!

See you in the fray!

-Team Flix
EDEN STAR - Clarkeh


Greetings Pioneers!

The Art and Design team have been hard at work making some much needed improvements to the atmosphere and surroundings. Fundamentally this all helps define important areas in the world. There's been some much needed visual and lighting re-balancing with further placement passes to make the rock structures appear more natural.

Matt - Art Director

We’re throwing our all at visual improvements to the surrounding area in what is our ‘vertical slice’ for this experimental branch work. Been making sure everyone is focusing their attention on the right things to keep the latest art pass consistent across the game.

Joe - Lead Artist



Lots of work on unifying the visuals for our environment this week. The nature of this work has meant touching on all aspects of our world. We’ve tweaked the lighting, atmospherics and how those things interact with the day/night cycle, as well as replacing many placeholder assets and implementing a whole new terrain shader setup. We want to move away from the sandy mars look, and go for something a little more “Eden Star”...

Glenn - 3D Artist



I’ve been working on the cliffs, rocks and terrain painting. Tom Whaley gave us some great rocks and materials he had and I created 2 new cliff models to match them and got them working in game with collision. It’s looking pretty cool around the main path the player takes at the beginning of the game, we are working hard to set a high standard in this area that we can aim for in the rest of the game. I’ve also been helping with the lighting setup where I can.

Andy H - Level Design

I’ve been working on Placing more objects into the world around key locations, adding in outposts and adding in a bit more foliage around too because everyone loves more stuff to forage.



Also I’ve been adding effects around hives to add more atmosphere inside the dam.

More to come... we'll be looking at dropping this new content to our experimental branch soon!

See you in the fray!

-Team Flix

 
EDEN STAR - Clarkeh


Greetings Pioneers!

All systems online, we’re bringing you a development blog today that includes some of our latest and highest priority changes that we’ll be introducing to the experimental build over the coming months. We have a couple of new and talented artists on the team as well.. so without delay, enjoy the eye candy!

Joe - Lead Artist

I’ve been looking over Davide’s awesome turret concepts and starting the process of translating them over to 3D. Rather than having a set turret with just 3 static levels, we would like to have a modular system of upgrades, where players spend a limited number of points to progress down an upgrade tree.



The current, rough outline is:
  • 3 levels of “Base”. Increased range/field of view?
  • 3 levels of “Struts”. Increased turn/activation speed?
  • 3 levels of “Targeting System”. Increased accuracy/lock on speed?
  • 3 levels of “Receiver”. Increased rate of fire?
  • 3 levels of “Barrel”. Increase damage?
  • Upgrade to add additional Barrel - doubles rate of fire?
  • Updated to add Armour Level 1 and Level 2. Increased health?
All of this is in addition to the portable mini turret.



All of this gives you a ton of variation in visuals and playstyle, but you’ll have to think carefully about which upgrade path to take. As always, this is just the current plan and subject to change!

Davide - Concept Artist



In the process of unifying the look and feel of the technology of Eden Star, this week I’ve been looking at the aesthetics of the transport, redesigning its surfaces to fit more with the look we have in mind.



We want the technology to look and feel grounded, functional, but at the same time to have a very distinct visual signature, alternating clean, bright armoured panels with darker, more mechanical layers. In this design process the visual motifs will then transfer to other mechanical hand-made objects, when the overall design satisfies us.

Glenn - 3D Artist

I have been working on the Transport Vehicle, created a new wheel and got it in engine. Its looking good and I’m really enjoying Davide’s new design for the back of the vehicle which fits much better with this new wheel design.

Here’s a shot of the construction of the wheel, the model with wireframe, baked low poly model and finished textured asset.



We got it working in engine with some nice decals. It fits in well with the hoverbike design!



I have also been working on the metal node which was lovingly sculpted by Basia Ulczok, one of our artist/animators. We have had a placeholder in game for a while and now we have a good high quality asset in there. Here's a shot of the construction of the asset, low poly wireframe, baked mesh and finished textured asset.



I got the metal node implemented in game with Joe’s help and you should all be able to mine it in the experimental branch soon!



Andy H - Level Designer

Been creating fully destructible outposts and placing them in the world and working on an exciting new turret upgrade tree with Tom W

Ricky - Lead Developer

Long overdue updates to the reticle system. I’ve been working on putting back in the fancy reticle animations when targets are in range, colouring them red when targeting enemies and all that jazz. The updated system provides us more freedom this time around so expect to see more diverse and unique reticle displays for different weapons.

That's it for now.. check back for updates soon.

See you in the fray!

-Team Flix

 
EDEN STAR - Clarkeh


Greetings Pioneers!

We've just pushed out an update for the building HUD UI. Based off our fully revised visual designs which you can view here.



This is what we currently have in this build (not quite there yet) Give it a go and try building a base! it should be a fair amount easier to run through your selection wheel, some of the contrast needs improvement but we feel it's a solid step in the right direction to making things a little more pleasant and less intrusive.



Additions

- New streamlined visuals for the Build Menu UI.

Changes

- Tweaked HUD effects for taking damage.
- Tweaked low oxygen effect, it now only starts affecting vision when critically low.

Bug fixes

- Many inventory items had the wrong category applied which caused visual issues bugs with filtering. These have been resolved.
- Fixed broken Ammo counter visuals on HUD.
- Fixed Stalkers not dropping items when killed.
- Minor terrain fixes.

P.S. You might of already noticed above, but we're also revamping our company branding to something more fresh going into March!

This includes our new studio getting a face lift too, which we're all excited to share.

Updates to socials and our website to come soon!



See you in the fray

- Team Flix

 
EDEN STAR - Clarkeh


Greetings Pioneers!

Plus a happy new year! although somewhat late.. Quite a few changes and additions have been dropped for this update, mainly focused around improvements to the immersive feel and design of the starting environment as a whole.

We've added a visual weather/storm feature of which the importance will become more apparent when the world is expanded! All improvements are listed below, including additions of a cave system and revised AI placements.

Update your experimental branch to gain access to these latest changes. If you need a reminder on how to do this you can follow our previous post here.

We hope you enjoy these latest changes! Our updates have become less frequent lately, this is not because we are winding down development of the game in any fashion, it is our baby after all :)

More in depth info on our progress to come soon! Change-list is as follows:



EDIT: The current build number is incorrect! and is showing as an older build number on the front end. This is just a superficial thing, we're updating the build with the correct front end number asap :)

Additions

- Added more Trees and Mine-ables
- Added Storm Supercell above central Monolith
- Updated ship wreck visuals
- Added New Terrain surface visuals
- Added Area with new Hive Growth visuals

Changes

- Tweaked HUD Loadout bar, and it now hides if it's empty
- Tweaked HUD reticle visuals
- Increased the range that enemies can hear the player
- Tweaked Mite spawners at starting camp so you do not see them spawn in
- Updated area around Drop Pod
- Updated Player Footstep impact effects for Sand
- Updated Dam building
- Updated Grass mineable asset & effects
- Updated Fiber drop mesh
- Updated Textures for Health Packs
- Replaced More placeholder objects
- Built broken bridge
- Added more Spawners to the world
- Updated Wreckage sites
- Updated Bridge on the way to the Dam
- Major terrain tweaks

Bug Fixes

- Fixed Navigation Mesh Issues which were causing some enemies not to spawn
- Fixed an issue where Mites wouldn't play their animation when turning
- Fixed an issue where collisions on fallen drop pod engines would block players from jumping over them
- Fixed an issue where creatures spawning in would loop on their intended path
- Fixed an issue where climbing into the back of a vehicle would crash your game
- Fixed several collision issues in the cave next to the starting camp
- Fixed floating mesh assets in many places

See you in the fray,

- Team Flix
EDEN STAR - Clarkeh


Happy Holidays Pioneers!

To celebrate we're pushing another update to experimental branch before we voyage into next year. Which we're all very excited about!

For a recap on how to access the experimental branch, follow this previous post - https://steamcommunity.com/games/EdenStar/announcements/detail/2695856977249967340

We've also included an upcoming 'mini blog' (below the release notes) with insight into what will be happening next with Eden Star, both from the perspective of improvements to World Art and New Gameplay content.



Additions

- Expanded the size of the Dam
- Added new office areas within the Dam
- Added new Dormitory area for Dam workers with some temporary placeholder objects
- Added new pathways throughout the Dam
- Added a cave to explore near the start of the game
- Added more AI spawners throughout the game
- Added more mine-able nodes
- Added a few more trees
- Added more weapon pickups and ammo in various places
- Added fence at the top of the tower to stop you from getting stuck behind it

Changes

- Changed the layout of the first generator room
- Updated the drop item visuals for the particle accelerator
- Adjusted the layout of the Camp
- Adjusted some of the AI spawners to make them work better
- Spawners will now reset when the time goes from day to night or night to day
- Made various terrain modifications

Bug fixes

- Fixed an issue where sometimes turrets would have trouble seeing and shooting at enemies
- Fixed an issue where sometimes enemies would have trouble spawning in
- Fixed an issue where shooting the glass in the Drop Pod would cause alien blood to spurt out
- Fixed some issues to do with the terrain not blending in well to the top of cliffs
- Fixed a rock had no collision on the mountain side near the Tower
- Fixed no physics material on Splintermite explosive spikes
- Fixed no collision on structure opposite the top of the tower
- Fixed floating stalker on the tower

Upcoming changes and improvements in the new year..

Art & Design

Visual improvements to infested bases, including further audio, lighting and design iteration. With this we aim to deliver a more horroresque and immersive experience.





Terrain surfaces will be getting passes to bring them in line with supporting more varied foliage types. Currently we want to get away from the Mars/Dune look that is going on, as this was more experimental than a final art direction.



Utility destruction and some drop/breakable items will get a visual overhaul so there's better consistency.



Systems Development
  • Fuel UI will be getting a proper final pass to make fuel consumption in Utilities easier and more intuitive to understand.
  • Full Xbox controller support! It's a tad awkward to navigate UI and certain systems on controller as it stands, this will be tackled in the new year to make it much more fluid.
  • Final pass 3rd Person animations.
  • Vehicles... both salvageable and build-able types.
  • Revisions/balancing to progression systems.
  • Expanded World Development & Additional bases
Thanks for all your continued support! See you in the fray...

- Team Flix
EDEN STAR - Clarkeh


Greetings Pioneers!

Its been a few weeks but as always we’re pushing on improvements to our experimental branch. This update includes some more extensive changes to design and performance, we’ve had some core system issues with navigation that have prevented a bunch of creatures from spawning in the world at set distances.

Soon we'll be re-introducing the night attacks that made developing your bases critical to surviving the night.



Additions
  • Added more enemy spawners to an encounter in the Dam.
  • Added respawn reset triggers to other entrances/exits around the Dam to make sure enemies respawn properly.
Changes
  • Refinement of the Dam location, tweaking visuals and resolving several issues with areas you could get stuck.
  • Extended how long it takes for a turret to run completely out of fuel to 40 minutes
  • Adjusted 'Escape the Drop Pod' mission objective beam to be more aligned with the Drop Pod since it looked off  
  • Cleaned up the terrain near the camp behind the Transmitter Tower
  • Expanded the first generator room within the Dam
  • Expanded the outer Dam to accommodate for the Generator room expansion
  • Moved objective button inside generator room to the opposite side of the room
  • Replaced old pipe meshes with new ones
  • Adjusted respawn reset triggers on top of the Dam
Bug fixes
  • Fixed several bugs and inconsistencies with Oxygen levels in and around the Dam.
  • Fixed an issue where fuel wouldn't be used up after saving and loading the game
  • Fixed an issue where some enemies would struggle with spawning inside the Dam
  • Fixed an issue where you could walk through the lower section of the drop pod from the outside in damaged generator room
  • Fixed a few spelling errors in the Data Logs
  • Fixed gaps in the inner Dam main entrance where you could see through
See you in the fray,

- Team Flix
EDEN STAR - Clarkeh


Greetings Pioneers!

Some essential changes that involve removal of outdated build items have gone in, that unfortunately mean previous saves won’t work when you update to this version. Good chance to start a fresh game! These changes are required to progress to the later versions of the game improvements we’re making.

Because of the lack of additions this week we’ll be trying to get extra stuff in for next week <3.

Here’s the full breakdown:



Changes
  • Refined the terrain by some roads that looked out of place
  • Removed Arch Walls and Arch Wall Corners due to them causing problems in engine
Bug fixes
  • Fixed several missing physics material issues
  • Fixed an issue where you could press objective buttons multiple times
  • Fixed an issue where alien blood would splatter when you hit glass
  • Fixed an issue where some concrete barricades in the Dam would appear orange
  • Fixed an issue where some dead pioneers would hover slightly above the ground
  • Fixed an issue where gaps would appear on certain cliffs next to the Dam
See you in the fray

- Team Flix
EDEN STAR - Clarkeh


Greetings Pioneers!

Another minor update, but a nice shiny one none the less whilst we work towards the bigger things. If there are any small tweaks, we’re on it like a moth to flame!

If you’re unfamiliar with how you can get access to these experimental updates of our later builds, please follow our previous post here - https://steamcommunity.com/games/EdenStar/announcements/detail/2695856977249967340



Additions

Updated inventory icons for:
  • AdvancedWiringKit
  • BasicWiringKit
  • Dynamo - NEW
  • Electromagnet
  • Graphene
  • Matter Converter - NEW
  • MemoryAlloy
  • Mesh
  • NanoTubes
  • PlasmaFire
  • Polyaniline - NEW
  • ReinforcedGlass
  • SiliconeRubber
Changes
  • Smoothed out multiple areas of sharp terrain geometry near cliff edges
Bug fixes
  • Fixed an issue where random bumps of terrain would appear at the camp behind the Tower
  • Fixed up some roads that would float above the terrain
  • Fixed an issue where unwanted rock textures would appear on sandy areas
  • Fixed an issue where bullet hit decals would look the same on every material
  • Fixed an issue where you could see through parts of the cliff next to the Dam
  • Fixed an issue where the terrain was raised, leaving a hole behind that lead to under the map
See you in the fray

- Team Flix
...

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