Triskell Interactive » Devblog

05 Juil 2018
by Noodle

The Evil Capacitor

Hello everyone!

Here we are again this week for a new article. As I’m in charge this time, and to not deviate from the rule, we’ll talk graphics today.
And not just any graphics. We’ll talk about posters.
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25 Juin 2018
by Sinsem

Random walkers?

Time and time again we hear from players about the stupid AI who just keep making the same wrong turns instead of going where the houses are. And usually the city collapses on itself. That’s not a new problem, it’s the same since Caesar III, 20 years ago! Read more

14 Juin 2018
by Noodle

The Well

Hello everybody!

Here we are again for a new Devblog article focused on game graphics.
And today we’re going to talk about nothing less than building improvements.

Because yes, in Lethis – Path of Progress II service buildings can be upgraded to keep up with your residential neighborhoods.
We will come back to the functionalities of building improvement later to focus on the artistic approach for now.

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04 Juin 2018
by Sinsem

Buildings size in a city builder

Ok, I know the title isn’t appealing at all but this is an important part of our design process and I’d very much like to share it with you.

It may come at a surprise for some people but the actual size of each building serves a larger purpose than just “Oh it’s big it must be important”. After all it is buildings built near one another that form the shape of your city. It’s a major part of how your city feels. Read more

24 Mai 2018
by Noodle
Art

How to Art : Rock Ground

Hey, everybody!

Here we are again for a new blog post.
First of all we thank you for being more and more numerous to join us on Discord (https://discord.gg/nEFjQK5) and to follow us on the devblog and on social networks!

Today I will talk about the process I use to create the ground texture.
The ground is not the easiest thing to do, because vast areas are visible on the screen and the texture is divided into isometric tiles. It become necessary to avoid that the repetition of tiles is seen too much while having as much diversity as possible.

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