Take your favourite co-op partner on an adventure into a vibrant and mysterious world. Each equipped with your own unique set of tools, work together to traverse massive mechs, fight rogue robots, and solve challenging puzzles on your journey to save your home village from destruction.
Hello everyone and welcome to our sixth Discovery Log!
Previously we gave a small teaser of some mysterious, large-scale mechs which was going to be the topic of today’s Discovery Log. After sitting and discussing it with the team, we feel that the mechs are not quite ready to be shown off yet in full in a Discovery Log.
Instead, today we will be revealing and showing off the remaining Heirlooms as well as a number of new animations that were just added to the game. Let’s dive right in!
The first new Heirloom is the Grappling Hook which will be exclusively given to the Rogue. As one can expect from a Grappling Hook, it can be used to attach yourself to certain Grapple Points and swing yourself back and forth to reach areas that players would not be able to reach normally. The Grappling Hook has a minimum and maximum distance and will pull the player into its ideal distance whenever they want to swing from a Grappling Point. The Grappling Hook was put together by Prakhhar Makhija.
The very last Heirloom that will be featured in the game is the Javelin and will be exclusively given to the Paladin. It is a jack of all trades Heirloom as it can be used in a variety of scenarios. It can be thrown to activate certain objects that are normally out of reach, it can be used as a long range throwing weapon, and it can stick to walls after being thrown which can then be used as Grapple Point for the Rogue to swing from. After the Javelin has been thrown, you can call it back to you instantly by pressing the same key that you threw it with. The Javelin was brought to life by Christian Young.
Well, that’s going to do it for this Discovery Log, thanks for checking it out. Before we end things off, we have now posted an official sizzle reel for Steelwalker on the homepage of our website! Please, check it out! With that, take care everyone!
Well, that’s going to do it for this Discovery Log, thanks for checking it out. We hope to have a Discovery Log on the mechs soon as originally planned. Until that arrives, take care everyone!
Hello everyone and welcome to our fifth Discovery Log!
As we come closer to our first release, we have started building our promotional material. Please have a look!
Take your favourite co-op partner on an adventure into a vibrant and mysterious world as you leave your home village behind in search of powerful new technology. Having lived your lives in the shadows of giant mechanical beings, you soon realize there is more of the world left to discover. Each equipped with your own unique set of heirloom tools, you must work together to traverse these massive mechs, fight alongside each other to defeat rogue robots, and solve challenging puzzles on your journey to save your home from the edge of destruction.
See you next week with another Discovery Log!
Hello everyone and welcome to our fourth Discovery Log!
This week, we won’t be focusing on a single major topic but instead we will be focusing on smaller additions that our team wanted to share. We’ll be taking a look at a couple of updates that have been made to the Overworld along with some early models for the player characters and the design choices made behind them. Let’s not waste any more time and get right into it!
In our last Discovery Log, we took a look at the Overworld level and its many defining features but since that Log was published there have been a couple of new additions that were added to the Overworld.
We’ve added a fog effect to help hide the outer edges of the world from normal view as well as adding atmosphere and personality to the Overworld. The fog was brought into the Overworld thanks to our environment artist, Donovan De Carle.
We’ve also added some dynamic sound effects to the Overworld to give it some ambience. Some sound effects such as the river and waterfall adjust their volumes depending on how close players are to them in the game. The sound effects were compiled and added by Jeffrey Armstrong. Take a listen!
Next, we would like to talk a little bit about the two playable characters of Project Steelwalker and their designs now that our art team have placeholder models that make the two of them distinct from each other.
The Rogue (Name Pending) has an overall design of that of a fantasy Rogue or Ranger and is represented by the color of purple. They are clad in cloth and leather, with a face mask cloak, and some pouches along their belt. They also sport some light armoring along the chest and forearms which are the only kind of protection that they wear.
The Paladin (Name Pending) has an overall design conceived of that of a lesser Knight or Man-at-Arms and is represented by the color of yellow. They wear slightly heavier metallic pieces of armor combined with textiles for protection. They also have a bevor to cover the lower half of their face as well as a colored tabard and bandolier.
One of our biggest goals when designing the two playable characters were to differentiate them as much as possible through many different characteristics. For example, we wanted the Rogue to be a light-footed agile character in comparison to the Paladin, who we wanted to be a heavy duty counterpart to the Rogue’s smaller profile. The design of the Heirlooms also played a major role in these differentiations, with the choices on which character getting which Heirloom being based on their talents and lifestyles. We’ve taken every opportunity to make both the Rogue and Paladin as different from each other as possible, we hope you’ll enjoy playing as both characters!
That’s it for this week’s Discovery Log, we’ll leave you with this sneak preview of the topic for the next Discovery Log. Brace yourselves, because it’s going to be huge…
Highly passionate coder excelling in Game and Front-End Development. Author of this website made using React. AI and Gameplay Programmer for Project Steelwalker. Super keen to learn more.
Arianne is a UI Technical Artist who specializes in video games. With the goal of helping teams bridge the gap between both art and programming, she has experience implementing user interfaces in Unreal Engine 4, Unity, and custom C++ engines. She is currently working on Dead by Daylight at Behaviour Interactive.
Jeffrey Armstrong is currently a student studying Game Dev at Algonquin College. He is hoping for a career as a Gameplay Programmer and Script Writer at a professional studio. In Project SteelWalker, he is handling some of the Gameplay Mechanics including Character Abilities and Level Elements.
Nathan Sherwood has been doing 3d modeling for various small groups since 2018. After a year and a half learning various art programing related programs at Carleton's Interactive multimedia Design school, he decided to focus on Game Development at Algonquin. Notable Projects include models for Project Gold's Humanity's retaliation, MechWarriors Living Legends Community Edition, and of course Project SteelWalker.
Donovan is a Design artist who flourishes in landscape/environmental design as well as particle systems. With a love for environmental storytelling and open world games he has a good eye for the beauty that should be captured in these areas.
Richard Hillsdon is a jack of all trades and burdgeoning game design enthusiast. From an early age, Richard has been dabbling in various forms of game design from early Source Engine modding to Tabletop RPG Modules. Currently, Richards main role is that of 3D artist, focusing on texture work and prop modeling.
Creative and driven artist specializing in 3D modelling, both hard surface and organic. Keen to further his knowledge on all things 3D. Art contact for Project Steelwalker.
Hamidreza is a proficient and detail-oriented programmer with a strong mathematical background and an eye for aesthetics. He directs the programming efforts of the project, develops tools to empower the artists and designers, contributes as a tech artist and composes the music for project SteelWalker.
Christian is a Networking Specialist for Project Steelwalker, but is always willing to help wherever he is needed. He has a drive to try and push himself into uncomfortable situations in order to learn something new, and is always wanting to expand his knowledge, he has worked on networking for both Project Steelwalker and ShadowStalk and has also worked on Gameplay features as well.