Developer Blog

Building and Lighting the Battlefields

Posted on October 31, 2017 by Shibusuke

Happy Halloween! We may not be a spooky game, but I wanted to pass out some treats regardless!  

First, now that asset building is complete (yay!), we’re currently building out and polishing all of the levels for Chapter 1, then putting together their lighting and post-processing effects - all the nice bloom lighting and fancy camera features that make a game “pop.” This means laying out the tiles, then filling the maps with the buildings and props that’ve been building over the last year or so based on the setting for the battle that takes place there. Once that’s finished, we go in with lights and effects to make everything look especially nice.  

You may recall that we upgraded to Unity 5.5 a while back, giving us access to some nice effects as well as 4k resolution support, which the game takes to very well. To get a sense of how much things have changed, check out the... Read more

Finalizing Our Team Menu UI

Posted on September 26, 2017 by Shibusuke

We’ve been hard at work getting City of the Shroud’s UI hooked up and looking good. There is still some polishing to be done, but we’re really proud of the results!  

First, here is our new team menu UI in action:  

I’ll go into more detail below, but before that, I’d like to show you our new-and-improved City Map:  

What’s new here? First, the structure of the map means that it is far more screen ratio independent than it was before, so those of you with 16:10 screens (i.e., Mac laptops) will see improvements on that front.  

The more obvious difference is that big old chart on the right: the Balance of Power. As you play through each chapter of CotS, the balance of power between factions will change, and that chart will show you the state of affairs at any given moment.  

You’ll be able to see who you’re allied with as well as how powerful each faction is relative to the... Read more

Making Art Assets

Posted on September 26, 2017 by Shibusuke

Over the last few months, we had a few production hiccups that I wanted to share and thought might be illuminating for those of you interested in game production. Since we’re making most of the artwork by working with people external to the main team, there’s always a risk of delays or problems, and although we’ve had great luck thus far, this time around there were a few stumbling blocks.  

City of the Shroud uses a “hand-painted” style, which means that making the textures (the 2D images that get stretched over the 3D models) for the game generally requires artists to manually paint them, usually in Photoshop (it’s fairly uncommon to find teams procedurally generating a hand-painted style, but we’re helping pioneer that too!). Generally, this hasn’t been an issue - the people we’ve had the good fortune of working with have handled the style deftly.  

If you zoom in our assets, you can see how cleanly the textures are painted. This can be more time-consuming and stylistically demanding than procedural generation/scanned textures, but it has a distinct feel and looks great.

If you zoom in our assets, you can see how... Read more

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City of the Shroud is a tactical RPG with an explosive, combo-based battle system, set in a world where bitter rivalries battle for control of a city on the brink of civil war. Your choices, and the choices of every player, will drive a living story of shifting alliances as you race to uncover the truth.

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