Archive for September 17th, 2010

In order to make designing the world easier, I’ve decided to write down the racial distribution for Oasis. Below are the major locations only. Major locations are places that HAS to appear in the game, and are critical to the main quest, while minor locations can be cut from the final game if we do not have enough resources.

Note that the distribution only counts residents in that particular town.

Major Locations

  1. Redwater
    In Redwater, ALL crops are owned by Pure Men. They control the town, while the rest mainly work as various miscellaneous professions. Hulkers and Scarrens mostly work as guards and manual labor, while Ironjaws and Humans work in the trade and manufacturing sectors.
    Pure Men: 45%
    Scarren: 12%
    Hulker: 3%
    Ironjaw: 5%
    Wanderer: 13%
    Human: 22%


  2. Bleen
    Bleen is the trade center of Oasis, and as a result half of its denizens are merchants (mostly Humans) while the other half are mostly mercenaries (mostly Scarrens). There’s also a small but still sizable population of Ironjaws in the town mostly working as smiths and engineers.
    Pure Men: 5%
    Scarren: 33%
    Hulker: 2%
    Ironjaw: 12%
    Wanderer: 8%
    Human: 40%


  3. Whisper
    Whisper is mostly a Human town, with Pure Men trade liaisons stationed there to streamline the fabric trade process. Over time the population of Pure Men grew, as they saw Whisper as one of the very few locations in Oasis that are largely “free” of mutant populations.
    Pure Men: 23%
    Scarren: 5%
    Hulker: 0%
    Ironjaw: 0%
    Wanderer: 10%
    Human: 62%


  4. Forchan
    Forchan’s population is hard to document, with it being only a temporary meeting ground for bandit groups for trade and entertainment. While most of its denizens are scoundrels, it is interesting to note that Forchan is perhaps one of the very few towns in the Wildlands to spot a multi-racial population living together in relative harmony.
    Pure Men: 15%
    Scarren: 12%
    Hulker: 10%
    Ironjaw: 11%
    Wanderer: 19%
    Human: 33%


  5. Lorekeep
    The secretive lorekeeper’s headquarters are mostly filled with Wanderers, Humans and Hulkers. Hulkers, while not part of the lorekeeper group, are in Lorekeep as general workers. It is interesting to note that the Hulkers are the original natives of the Lorekeep caverns.
    Pure Men: 0%
    Scarren: 2%
    Hulker: 55%
    Ironjaw: 0%
    Wanderer: 23%
    Human: 20%


  6. Wrench
    Wrench is a town founded and ruled by Ironjaws, and is seen by most Ironjaws as the only town that resembles their homeland of Hades. There is a small but notable population of Scarren there, mostly working as body guards for the town committee.
    Pure Men: 0%
    Scarren: 11%
    Hulker: 0%
    Ironjaw: 83%
    Wanderer: 6%
    Human: 0%


  7. Barnacle
    Like Forchan, Barnacle spots a more balanced racial distribution, due to its status as the busiest (and probably only) port in Oasis. Unlike Forchan however, the balanced distribution often leads to inter-racial brawls and conflicts.
    Pure Men: 25%
    Scarren: 12%
    Hulker: 8%
    Ironjaw: 26%
    Wanderer: 12%
    Human: 17%


  8. Blacksoot
    Blacksoot has a majority of Ironjaws working in the gun forges, with a smaller population of Pure Men manning the trade depots. Scarrens and humans largely work for the Pure Men as general workers, haulers and guards.
    Pure Men: 28%
    Scarren: 13%
    Hulker: 0%
    Ironjaw: 41%
    Wanderer: 6%
    Human: 12%


  9. Spike
    Spike was liberated by the Saberions shortly before the beginning of the game, and thus most of the population there are Saberions. Pure Men are shot on sight. Most of its original denizens are humans, but due to the Saberion hatred for Pure Men they are often discriminated against, even though they have little to nothing to do with the Combine.
    Pure Men: 0%
    Scarren: 43%
    Hulker: 16%
    Ironjaw: 27%
    Wanderer: 4%
    Human: 10%


  10. Severim
    Used as a staging ground for the Combine’s invasion into Oasis for resources, Severim is populated largely by military personnel, all of them Pure Men. The original natives of the town are all Humans, and are responsible for maintaining the facilities in the town.
    Pure Men: 88%
    Scarren: 0%
    Hulker: 0%
    Ironjaw: 0%
    Wanderer: 0%
    Human: 12%


First concept art done

The first concept art for Splintered Core is done, and to be honest I’m very very satisfied with it. I’ll wait for more concept artwork to be finished before showing them, so please bear with me and wait for the mega update by the end of this month.

For those who can’t wait, here’s a teaser:

I really liked the way the art captured the general mood of the game. In the game, we’re going for a depressing mood, where it’s almost always raining and there’s almost always limited light source in every area. Hopefully this can be achieve through proper use of per-pixel lighting in our 2.5D engine, while rain should be achieved using a simple particle system.

The artwork was drawn to these specifications:

The environmental piece that we’ll be doing is a shot of a clearing surrounded by large trees (typical in a tropical primary rainforest) with a small creek half concealed in the foreground, similar to this. It’s raining heavily, so there’s very little light; however not much rain drops make it past the thick canopies of the forest. So although it’s raining cats and dogs, the scene should show only a modest amount of rain drops falling vertically (due to the lack of wind in that particular clearing). “Wet Hell” should be the general feel one would get from looking at the artwork.

In the middle of the clearing, there would be a lone adventurer in mid-stride. He’s wearing a long raincoat and carrying a large backpack (about 50-60 litres capacity) and a walking stick with a flash light strapped onto his forehead. He has an assault rifle (something similar to an AN-94 Abakan) slung over his shoulder, with his free arm resting casually on it so that he can quickly bring it to bear in case he is beset by beasts in the jungle. A sheathed machete hangs from his belt, barely visible underneath the raincoat.

A few feet behind the adventurer is a large Rottweiler staring into the foreground, as if sniffing the air for hostile creatures. It’s should have a cautious stance, almost ready to alert his master to the existence of the panther-like beast in the foreground.

In the clearing, a few yards behind the wanderer, there should be a half buried, terribly rusted roadsign (example) suggesting that this area was once a expressway that was swallowed up by unchecked growth of the forest, encouraged by the sharp drop of logging activities since the apocalypse event. I’m not sure about this, but you can add in a half-buried vehicle as well for emphasis if you think it can better enhance the message.

In the foreground, there should be a silhouette of the torso of a panther-like beast stalking the lone adventurer, and hidden in the branches of the foliage in the backgrounds are vague silhouettes suggesting that there are many more unseen beasts in the forest observing the lone wanderer.