Don't forget to join our Discord to always get the latest news on updates and events!
Attention, survivors!
Welcome to Episode #3 of the Ardem Dev Diaries.
We are thrilled to dive deeper into the events of the last two weeks and provide you with some intriguing insights into the development of Ardem. This one will be a bit shorter, but still a lot has happened. Let's dive in!
Art
Today, we will begin with art. As mentioned last time, in our new city, Albington, we wanted to explore something innovative and decided to implement a sewage canal system beneath the city. This system can be utilized by players to navigate the area without exposing themselves too much to the environment. In multiplayer, there is, of course, a high chance of encountering other players in the canal systems as well. The system will include several entry/exit points, providing players the option to reach specific places more efficiently and resurface when needed.
Following an initial concept and research phase, during which we experimented with different shapes and styles, we have now settled on a design that we believe complements our visual style and the surrounding environment quite well. The various canal parts are currently in an early stage, with level designers incorporating them into the layout of the canal system. Simultaneously, we are still working on refining them, adding details, and making adjustments on the fly.
We look forward to sharing more screenshots of the sewage canal system in the next update!
Level Design
You will continue to hear this for some time, but Albington remains our top priority. We have transitioned from the inner-city commercial area to focus more on the residential zone, meticulously shaping all the narrow lanes and alleys that connect the houses, ensuring everything looks as authentic as possible. Currently, we are in the process of placing larger props such as vehicles and sheds, as well as laying out structures like fences and walls that separate the properties. Overall, the progress in Albington is promising, and soon we will be showcasing much more.
Additionally, we have decided against the idea of having a quarry as the local industry for Albington. Instead, we have started drafting plans for a hydrocarbon production plant, which will serve as the main industry branch in this city. More information on this will be provided in one of the upcoming updates. While the quarry is not entirely dismissed, it will be postponed and re-evaluated at a later stage.
We are consistently elevating the visual aesthetics of the game to ensure the environment feels authentic and harmonizes with the US Midwest setting of Ardem. An initiative taken over the past two weeks focused on refining the vegetation, especially in dense forests. Alongside minor adjustments to the density of grass and undergrowth, we also replaced the majority of previously used ferns. Although this might appear as a minor alteration, it significantly influences the overall ambiance of the forests.
As we are also proceeding to work on the more rural areas that are leading up to Albington, we recently finished an important intersection that connects both the highway and the sawmill to Albington. Besides some trailer park-ish style, the intersection consists of a burned down gas station, a diner and a motel. A decent combo of buildings for some nice loot. As the intersection is quite close to the shore, we are expecting this place to be a good starting point for fresh spawns to gather some useful early loot and then be able to head more inlands.
Game Mechanics
On the game mechanics front, we have focused on the initial phase of the cooking system. This phase essentially involves grilling various foods over an open fire to transition them into a cooked state, making them more nutritious than in their raw form. It's crucial to note that leaving the food on the fire for too long after reaching the cooked state may result in it getting burned, rendering it inedible. Currently, various types of meat and grown vegetables can be placed on the grill for cooking. However, it's essential to have a proper grill grate to support the food.
In the next stage, we plan to introduce the option for players to cook individual pieces of food on a stick by holding them over the fire, especially in the absence of a grill grate. Since sticks can be found virtually everywhere, this provides a practical way to cook food without requiring advanced gear.
