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Phoenix Point - Alien Bases

Discussion in 'Game/SP News & Comments' started by RPGWatch, Oct 20, 2018.

  1. RPGWatch

    RPGWatch Watching... ★ SPS Account Holder

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    [​IMG]The latest from Phoenix Point talks about Alien Bases.

    [​IMG]

    Alien Bases

    Much of the tactical combat in Phoenix Point takes place within human controlled Havens. These will not be the only places where combat occurs. There will be scavenging sites, your own bases to defend and enemy bases to attack, where the Pandoravirus mutates and grows its reinforcements.

    Finding and destroying these aliens lairs will be fundamental to your success in the game. One of the main design goals for these enemy bases was to give them an organic appearance.

    Concept Art

    The approach we decided to take for things such as ladders and walls, was to use the remains of other creatures. Above, you can see a variety of different creature spines and carapaces which can be placed as ladders. Having a variety is also important. Having multiple copies of an identical ladder is a man-made environment is fine - but in an attempt to keep things looking organic and "natural", we wanted to try and avoid some repetition.

    The Pandoravirus ladders also need to keep regular spacing and dimensions so that they will all still work with the climbing animations (it wouldn't be efficient to require separate climbing animations for different ladder types). In addition, we need different variations depending on height (1 floor, 2 floors etc). With a ladder you can just extend it and add extra rungs. That doesn't work quite so well with a spine!

    There are three main differences with the enemy bases to make them feel more organic and less "man-made".

    We've tried to avoid making the maps square. This gives more opportunity to build maze-like environments where you will have different options for taking cover, breaking line of sight and flanking your enemies.

    We want the maps have a more "indoor" feeling to them. While some of them will still technically be outdoor maps, the claustrophobic feeling remains the same. Adding to the first point, this allows for more winding and twisting corridors.

    We have made all of the props and features in the maps organic. We want to remove as many man-made elements as possible from the Pandoravirus environments. Many things which are required mechanically for your units to interact with (such as ladders) need to be reworked to be more organic.

    [...]
     
    Last edited by a moderator: Oct 20, 2018
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