This morning I finished the Nth city (shhh it’s a secret, I can’t tell how many there are) for Goscurry, and made a quick test to see how long and how many points it would take to reach the last one, thanks to my debug autopilot and hyperspeed. That’s when I realized that, woah, I was done! And very few players will be able – kind of sadly – to reach the end.
I will now implement the city-related trophy system, test everything as thoroughly as possible, and release the new update (within the week).
Minimalistic architecture and the scrapped prototypes
Goscurry’s cities might look simple, but behind their minimalism there was a lot of work (as behind every kind of minimalism). I wanted them to be different, but in a coherent way, both travel-wise and architectural-wise. And obviously, they had to be composed of as few polygons as possible.
I made many of them, jumping between Blender and Unity to see how they looked with the game’s perspective and the right atmosphere. In the end, I created many more than I implemented. So I thought, since I won’t show the existing ones (apart the few I posted here), that I might at least show some of the scrapped prototypes. They were scrapped either because they didn’t fit, or didn’t create a harmonic background, or I found them plain ugly or irrelevant. Anyway, here they are.