Hello, Survivors from all horizons!
We're back with Part 2 of our Q&A, where we continue answering your questions about Endzone 2. Last week, we covered six questions—this time, we're tackling the last five, sent by you on Discord and Steam. [b]We will have quite a lot of screenshots to show you in the first answer about the Visual Design Process, we thus uploaded them to [url=https://imgur.com/a/endzone-2-visual-design-process-OWUFTID]Imgur here[/url] and they are also individually linked below so you can go and check them in their full size without encumbering this blogpost :)[/b]
Let's jump straight into it!
[i][Visual Design Process][/i]
Q1: Which parts of the process did you find most enjoyable and challenging while bringing these environments to life?
[b]- For example, things like creating textures for the landscape or modeling certain buildings come to mind, but I’d love to hear which parts stood out to you the most in terms of enjoyment and challenges.
[i][Revisiting History?][/i]
Q2: A lot of the buildings and even processes actually create a bad footprint similar to that which destroyed the place - how can this game be played so that I don't have to have ugly power stations and destructive mining.
[i]From: LaurieBrooker[/i] _ [b]A: [/b]Endzone 2 offers various options that depend on the style of play. On the one hand, the new mechanic of being able to create multiple settlements comes into play here. If a player wants to build a settlement in harmony with nature, he can relocate industrial buildings to other zones and deliver their resources via transport routes. If every settlement is to be built as nature-friendly as possible, you can try to find and produce as many of the resources whose production would harm the environment as possible in Badlands or buy them from traders. In addition to some industrial buildings, settlements in Endzone 2 are already designed with sustainability in mind. For example, we have deliberately avoided using coal or gas power plants to generate electricity because we believe that humanity would not make this mistake again. [url=https://imgur.com/X7ufxh1]Screenshot here![/url]
[i][Inspirations][/i]
Q3: What are you main inspirations for your work? Where do you go to get ideas for your setting and where do you look to in game design?
[i]From: Winona[/i] _ [b]A: [/b]The world of Endzone has always been influenced by common post-apocalypse series and games. However, we have always emphasized a more realistic approach that incorporates current issues such as climate change rather than going down the Mad Max road. ???? So while series such as Chernobyl were a model for the atmosphere in a nuclear catastrophe, we also drew on daily knowledge and discussions about climate change. In particular, documentary thought experiments on how to survive in a world shaken by climate change were very insightful. You can learn a lot about this on YouTube... When it comes to game design, we naturally take our own ideas in the first place. But we had to lie if we didn't keep an eye on current city builders, both genre giants and indie developers alike. Play a lot, learn a lot. In the end, however, we always try to add our own touch to the game design.
[i][Modding][/i]
Q4: Do you have a checklist for stuff you want to include in modding?
[b]- Are you going to provide us with tools and what not or a series of guides?
