It's time for a new Skywatch!
Today's Skywatch is going to be a little different to previous ones, but there's a reason for this - previous Skywatch posts have mostly consisted of older content from much earlier in the games development (e.g. concept art, early renders etc.) with a sprinkling of more recent updates for good measure, within the context of the theme of the post. Whilst I'm personally happy with the format of our Skywatch posts, and based on feedback from the community it seems that most of you are too, we have had a few comments asking just how up to date the content that we're sharing with you all is, and asking if we can show some more up to date stuff to give an idea of where the game is at right now.
So, for this weeks Skywatch I'm dropping the theme and instead I'm sharing some hand-picked content from our last two DevWatch emails (DevWatch is the Open Development Community version of Skywatch, with more up to date content that gets shared regularly with the Lost Skies Open Development Community). Hopefully this will give you an idea of how things are progressing, as this stuff is pretty much bang up to date and is hot off the press. To be clear, there's still a lot of concept art being done even now, because that's how game development works: new features/assets are created over the course of the games development, which require concepting. It's not like everything is concepted at the start of the project, but nearly everything shared within this Skywatch post is from within the last 4-6 weeks, so gives a pretty current look at where the project is at right now.
Concepts
Let's start with some of the recent concept art that our art team has been working on. First up, we've started work on concepting our weapons, which you can see in the two pieces below. The first image shows off some different rifle and SMG concepts, whilst the second image shows off how a weapons appearance may differ based on the tier system, using the sniper rifle as an example.