Environment Premise:
To better understand the environment, build and layout, some design and gameplay principles need to be explained. Due to the development window, the diorama will focus on the exterior structures/surfaces of the village.
This environment/village is the main hub/central base for a looter-shooter 3rd person game.
This base will be metal, the base will be bright. This is a home, a family, and bastion against the frozen wastes and blackened skies.
Players will need to adventure out into the wastes:
- to gather supplies from crumbled cities
- raid trades routes and cyber outposts
- eliminate nests of mutated beast and human
Players will need to defend the base against raids:
- against the mutant strikes
- raids from the scavengers
- sampling incursions from the cyber deadheads
With these principles in mind, the level map will consists of a three point hub in the center, the base, with routes leaving from three main gates. The outside fortification is brutalist, heavily defended, and signs of battle damage.
The surrounding landscape is partly obscured by dark and blowing dust/snow, leaving a boundary of concrete skyrises in shadowed silhouettes.
Once one passes the fortified gates, they are welcomed to the village. The core, a traditional Viking tall structure, modified as a reactor, branching out to the surrounding buildings to provided power and heat. Due to the technology being frozen in the early 80’s, the light will be neon, and bright, an 80’s style retro-future aesthetic. The next largest building will be the long-house; a bar, a stage, a place to party and celebrate the wins, a place that shines with neon and noise. This will also serve as the mission hub. Surrounding, there will be generic structures, that as time permits, will develop into specific places.