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roadtovostok
roadtovostok

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Apartments Interior (WIP)

Hi!

One of the most daunting task was to model and texture the apartments interior geometry, but this is now done with some clever tricks which really helped the process.

The quick video showcases that now each room is modeled, there's bunch of procedural shader effects available, each building has a roof access and so on.

Currently the interior geometry supports 60 separate rooms per building, so if there are 6 buildings in the maps that means 360 rooms in total, which obviously is way to much for looting and a bit overwhelming at the same time.

But since now I have those 360 rooms available, I can cherry pick which rooms in which building I want to have accessible, which might requires keys and in-general I can form all kinds of interior loot "routes" since I can just cut of some rooms and make some accessible etc.

Today I will add some additional roof details (like chimneys) and then it's time to start selecting those rooms which and filling them with some dedicated new props.

-Antti (Developer)

Comments

One approach would be to randomize which apartments are locked. That way, we wouldn’t fall into a routine or start speedrunning the map

Olli Ruohomäki

Vostok area will only have one shelter available which will be in random location in each playthrough, so you will first have to find it :) I'm not sure if I can manage to implement this "dynamic shelter" to the early access but it will be implement at one point anyways. If you want to see the ideology behind this shelter, I mentioned something about this in the first introduction devlog video :)

Road to Vostok

Will we be able to make shelters in the rooms? Little hidden hideout.

Mike D

Roof access makes me so happy. Definitely would like some tarkov style key system for unique rooms. Or even have some floors inaccessible and barricaded like Call of Pripyat. Looks awesome.

Mike D

Big DayZ apartment vibes and I dig it! Looks great

securityCase


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