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Xenocell : The Sojourn Settlement

by Konrad Kiss · 01/17/2009 (1:54 pm) · 14 comments

Finally, I could take the time to show off some of the things I did for Xenocell. My time lately was more or less focused on the BG Cliff Construction Kit, but of course the game is also making progress.


www.xenocell.com/dev/sojourn/01.jpg
The Kali desert

The player takes the role of a survivor who crash lands on an alien planet as a part of the crew of a science vessel sent to terraform the first planet beyond our own system - planet Ibelis in Alpha Centauri.


www.xenocell.com/dev/sojourn/02.jpg
Kali is one huge Atlas zone

There are two starting zones, as the science vessel's survivors reach the planet in two different regions. One of them is the Kali desert, which was named after the Hindu goddess associated with death and destruction.

The name Kali means "black", but has by folk etymology come to mean "force of time (kala)". Despite her negative connotations, she is today considered the goddess of time and change. I figured her name will fit the desert and it's wildlife perfectly, while also sounding like the name of a desert. :)


www.xenocell.com/dev/sojourn/03.jpg
The Sojourn settlement from a distance

The first survivors have gathered materials from the ruins of crash sites, and wood from the desert's tentacle-like trees. By the time the player's life pod leaves orbit, several weeks pass. During this time, the first human village, the Sojourn settlement is created. This serves as a base of operations for a smaller human force, who stayed in the desert to help other possible survivors that crash land on Kali.


www.xenocell.com/dev/sojourn/04.jpg
Built above the sand in the protection of the western mountains


www.xenocell.com/dev/sojourn/05.jpg
Afraid of heights?

The Sojourn settlement was my first attempt at creating something using Constructor. I still have much to learn, but I like how it turned out.


www.xenocell.com/dev/sojourn/06.jpg
The first floor corridor and the second floor tactical room.

There is a platform for airborne vehicles to land and refuel. This is where the player is brought to after being found by a rescue team.


www.xenocell.com/dev/sojourn/07.jpg
The landing platform

The player model is still not finalized. I'm currently using Maxim Lyulyukin's futuristic soldier, although later on this model will be used for ai characters only, and a new male and female model will replace it with the appropriate gear.


www.xenocell.com/dev/sojourn/08.jpg
The player character while a Mosquito approaches the landing platform.

I will try to cover the vehicles in the game in the next blog, though they definitely still need some work.


www.xenocell.com/dev/sojourn/09.jpg
Here's the corridor before the hospital and the barracks from both ends. I tried to add some detail through decals.


www.xenocell.com/dev/sojourn/10.jpg
The barracks from the inside, the settlement from a distance, and the marketplace on top of the barracks.

This place still needs lots of work, but I'm beginning to like what it's turning into. I already have AI path nodes all around the place, but I want to tweak my random, seed based AI face and cloth generator before I show that off. I'm hoping it will feel like a place that is alive.

I will add defense turrets and desert creatures that occasionally attack the members patroling around the settlement to create some tension and variety in the life of Sojourn.

Thank you for reading, thoughts and suggestions are very welcome.

@konradkiss
KonradKiss @ GitHub
konradkiss.com


#1
01/17/2009 (3:15 pm)
Looking good, though I'm not a big fan of those wooden textures, especially as the outpost is supposed to be built from scavenged elements from a spaceship of some sort.
I would give it a test with some kind of rotten metal instead.

Nice work anyway. :)
#2
01/17/2009 (3:19 pm)
Hehe, there's truth in what you say. :) I liked this texture a lot, and I figured that huge tentacle trees were harvested for wood.. but it's not very convincing is it? I will see what it looks like using some other material, thanks for the suggestion Stephan.
#3
01/17/2009 (4:36 pm)
or.. put afew dead trees scattered heh. Nice pics though!
#4
01/17/2009 (11:37 pm)
Yep, the first time I heard you mention the tentacle-like trees, I was like no trees in those screenies!' Even having a nice little orchard close to Sojourn with a bunch of stumps would clue people in as to where the wood came from.

Aside from that, it's looking brilliant! For your first go at Constructor, that's a mighty fine job.
#5
01/18/2009 (12:53 am)
Thanks guys, I really appreciate the comments. I'm gonna fix up Sojourn and post a picture or two in this thread soon.
#6
01/18/2009 (2:14 am)
Great stuff Konrad! Since the older blog links seem inaccessible, do you have any links to more info on Xenocell? Seems intriguing. I know you from your great cliff work. ;)
#7
01/18/2009 (7:19 am)
Hi Gareth! Thank you! :) The only blog about the game is Xenocell : Introduction. I am going to post more often though, I just have to find the time to prepare articles about the different aspects of the game already done. Thanks again for your interest! :)
#8
01/18/2009 (12:23 pm)
Looking frosty.
#9
01/18/2009 (4:37 pm)
Thanks Matt! :)
#10
01/18/2009 (6:34 pm)
Hey Konrad,

I'm trying to make an effort to post more when I can and give some encouragement since everyone is always so nice to me in taking the time and effort themselves to comment.

So....Looking great! Nice overall look so far, scene/map looks consistent and colors/tones seem matched with models and cliffs.

Like others have mentioned, metal junk it up a bit and/or add those trees you were talking about and it'll be perfect. Great structure, lots of positions, openings, duck and covers. Should work great for a survival camp scenario.
#11
01/18/2009 (11:58 pm)
The outpost is looking very nice. And I will add something to what is already said;

- Use some more varying metal textures besides the constructor's stock textures. You can find some nice free materials here:
http://cgtextures.com/textures.php?t=browse&q=169

- Like putting dead trees nearby, you can put some ship remains, junk piles around. Some place the useless or extra pieces are gathered.

- A junk-made watch tower would be handful maybe? (Besides being cool :) )

- Some light sources will be nice. Around the landing pod, spot lights towards the entrance, on watch tower, etc.

Ok, I will stop before I turn this place into Megaton. :D
#12
01/19/2009 (2:12 am)
@Alan: Thank you for the comment! I guess you've realized that the scene is fitting largely due to your Sticks & Twigs sky - I just love this sky.. and the rest of them too for that matter.

The fitting tones remark still means a lot to me coming from you. Now, on to junking it all up before I get too sentimental. :)

@METU: Thanks, great ideas! I will definitely make the watchtower! I will also make smaller platforms for the defense turrets.

I've also had the lights in mind for the landing platform, I just couldn't come up with a good enough idea. Some ifl landing lights would help the scene, I'll think more about how it would be best done.

Thanks again, everyone for helping me fix this place!
#13
01/19/2009 (6:06 am)
Xenocell sounds interesting Konrad, I'll definitely be following this development. Good to hear of another roleplaying game in development.

Great work on finding an investor to finance you, being able to make a living doing what you love is the real dream for most of us :)

And congrats on the birth of your daughter, she's beautiful.
#14
01/19/2009 (8:59 am)
@Konrad,

LOL, what's funny is no, hadn't really noticed...I was really thinking of the overall color choices in the building materials themselves, the cliffs and in turn how they related to the environment and how none of it stood out glaringly "distinct" from the scene.

It's indicative of a good eye for symmetry in the overall scene. It's one of the things I notice in a lot of screens here (on GG) that is missing. When you "paint" from the same palette in a map, it seems to bind the whole thing together.

Apparatus' work is a great example, his stuff is not any more complex than most, it just comes together so well with the color choices he makes and the lighting he chooses that it does exactly what game art is suppose to do, draw you in and convince you that the environment that you are looking at could exist as you see it. Keep that consistency as you fill in the map and will continue to look more and more impressive and "complete".

Good work, keep it up.