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Devlog: Lots of Visuals

Hey gang, we've had so many visual updates to the game this week, let's just share a bunch of pretty stuff!

BJ is working on our next biome lookset. Zach is experimenting with how to combine BJ's land pieces into a cool level, and in the meantime BJ's making new resource assets for the area. Here's a quick preview:

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Amanda's creating the look for our ground enemies. Here's her grayscale kit and an example of how an enemy outpost might be put together:

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She also created a first pass of the Charcoal Hut, on which Fred has since made a comment that I can't unsee. We'll see if it gets less (or more!) like cartoon characters with the next pass:

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She also tweaked the colors in our new UI, so that it blends better with the game. You'll probably see many UI updates in future as I take a pass on designing each screen, and maybe updating some iconography and placement too:

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I created some damage states this week, including wispy smoke and some shader tweaks to make the building tops look crispy when destroyed:

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I also created a new puffy smoke effect for exhaust on the Town Center, which looks more inline with our volumetric clouds and explosions.

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It even takes proper shadows, so at different angles and Time of Days it still looks good :)

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We won't always have such a visual week, but I figured pictures are always better than words (and also Philomena from Stray Fawn told me that pictures are always better than words ;) so here's a dump o' stuff!

Is this better than a regular devlog? Would you like to see a weekly devlog like this, or more of a long-form written update like I've done in the past?

Let me know in the comments -- there's no point writing these if nobody's reading them, after all!

Hope you enjoy seeing the progress!

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