VIG#R-03Games

Advancements: Map and Details

An update on the creation of the game's rural medieval estate. I am hand-placing every environmental detail, from primary trees to interactive herbs, to ensure total atmospheric control and a high-fidelity survival horror experience... hopefully

The farmstead by day, raw from the editor: the stone tower and the timber-framed house with its tiled roof, among trees

The focus of this update shifted from the underlying code to the physical world of Vigilum. I am currently hand-crafting the rural medieval estate, focusing on creating an oppressive and detailed atmosphere for the seven-night ritual.

Level Design

This is my first time performing level design at this scale, and I have chosen to avoid auto-fill or procedural tools. I am manually placing every tree, bush, and grass patch to maintain total control over the composition, player sightlines, and performance.

My design workflow follows a specific sequence:

  • Primary Trees: I have finished placing the large trees that define the map's silhouette and forest boundaries.
  • Secondary Vegetation: I am currently placing smaller trees and bushes to add environmental density.
  • Ground Detail: The next step involves adding rocks, stones, grass, and decorative flowers.

Gallery

This is how it looks, no effects, raw development picture right from the editor

The edge of the tower and the house seen past a row of logs, with tall trees behindThe view through a dark window frame: bushes, a dirt path and a wooden cabin among the trees

Environment & Assets

I have started replacing several placeholder models with final versions to better reflect the "Dark medieval semi-realism" style.

  • The Barn & Alchemy Lab: I've refined the structure north-east of the house which contains the mortar and distiller.
  • The Shrine: Located in the eastern part of the map, this "cursed" site now features more organic, detailed models.
  • The House: I am detailing the core farmstead, including the tower, study room, and oratory.

Roadmap

Once I finish with the map, I'll procede with the following things:

  • Configure the remaining interactable objects in the world, like doors and other objects like the Alchemy Lab, journals, etc.
  • Gameplay Resources - I will then place interactive Herbs and stones that serve specific mechanical purposes.
  • Structural Elements - the final touch will include adding fences and other minor architectural details.
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