Getting That Hazy Glow on Soneria

The level of my Super Space Trooper video game that is currently being worked on will consist of a long roadway with buildings surrounding on either side.  I spent a good three or four solid days working on the modeling and textures of the buildings, but to really sell them and their environment, I wanted to add some fog, haze, glow, whatever you want to call it, to the level.  In many science fiction images of cities, you’re exposed to unnecessarily tall buildings in the distance and the obligatory haze, which is usually smog of some sort.  I’ve decided to keep with that theme.

The protagonist approaches the Soneria level boss with haze and skyscrapers helping to sell the visuals.

The protagonist approaches the Soneria level boss with haze and skyscrapers helping to sell the visuals.

Once again, this level has taken far longer than I expected or hoped it would take, and I haven’t even begun working on the animation sequences or enemy flight patterns yet either.

In this test-run video sequence, you can see that there’s an (intentional) claustrophobic feel to the level.  I’ve been told a few times that the level very much feels like the death star sequence in a rather famous movie.  I can totally see the similarities in hindsight I suppose.

What makes this level different from the others is that the player will be presented with a choice in direction, which they can choose to follow.  It will determine the path they take to get to the boss.  In order to do it, I’ll need to make a few animation sequences within the environment since the player is always on a constant path forward.  When that’s done I’ll be sure to post an updated video, perhaps this coming weekend.  So stay tuned.

But for now, here’s another image similar to the one above.

The protagonist approaches the Soneria level boss with haze and skyscrapers helping to sell the visuals.

The protagonist approaches the Soneria level boss with haze and skyscrapers helping to sell the visuals.

Posted in Images, Screenshots, Super Space Trooper, Video, Video Game Development
4 comments on “Getting That Hazy Glow on Soneria
  1. SuperSpaceTrooperVG says:

    Icemaz, do you mean the player’s ship? Glad you like it. I spent a good week or so remodeling, texturing, and tweaking. I’m pretty happy with it now.

    As for feeling Deathstar, totally! That wasn’t the plan, but I started noticing it pretty early into the 3d modeling process.

    This will be the first level I’ve worked on that allows for branching. So hopefully I don’t run across too many complications in the process.

  2. Icemaz says:

    Also, branching paths are always kool because they add replay value, even if it is just a little.

    Going through the game when there is 2 or more paths, most people make a note of it and want to play it again to try the other ones.

  3. Icemaz says:

    Oh ya, just to say again, the ship looks totally awesome!

  4. Icemaz says:

    Dude, the ship looks sick! I am definitely feeling it now!

    Also, it totally feels like the Deathstar, but I love how you are going to have branching paths off it.

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