Shadows of Doubt is a detective stealth game set in a fully-simulated sci-fi metropolis! There’s been a murder and it’s up to you to solve it by any means necessary, with the condition that you keep a low profile. A unique mix of procedural generation and hand-crafted design enables every room of every building to be explored. Citizens go about their lives independent of the player as you watch from the Shadows, in search of crucial information. Read previous dev blog entries here.
As you may have seen in previous entries, I want the game to have a mix of interiors ranging from old and murky 1930s decors to more modern 70s and 80s styles (the game itself is set in the 80s- albeit an alternate reality).
The first task was creating a custom shader that could take walls, floors, even props and apply different
In addition to this, I also wanted to represent neglected/abandoned apartments by having an additional dirt map that I could apply also using the shader…
Now I’ve got a base material that I can alter using a couple of simple inputs. But how do I get my game to look like the style I want? I would have to come up with a system that selected
I decided to make a custom palette that features 5
After some messing around I found a great way to pick these 5
Modernity: How ‘modern’ this
Cleanness: This one is more to do with the room type that citizen personality. ‘Clean’ palettes will be found more often in bathrooms or corporate environments.
Loudness: I couldn’t think of a better name for this, but in broad strokes, this is how bold the
Emotive: In general how ‘warm’ or ‘cold’ the
Now when a citizen is assigned an apartment, I can use a system that matches
I’ve developed a very similar system that does the same thing but for the base materials themselves: A floral pattern may be considered more emotive for instance. A combination of these methods to procedurally decorate apartments, offices etc is a great starting point that gives meaning, reason, and personality to the procedural generation that is at risk of becoming too random and cookie-cutter. Hopefully, this kind of attention to detail will excite some of you (and I bet a few think it’s pointless!)
It’s already starting to make my previously labyrinth-like environments look like something more habitable. The next step is to start work on some basic props: Chairs, tables, beds etc.