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oskarpotocki
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[DEVBLOG#309] Landmarks Expanded, Part 2

Hey folks!

I’ve got another devblog for you. Today, we’re diving back into Vanilla Landmarks Expanded, and I have something special to show off!

Given the amount of work we’ve poured into this project, I felt it was only right to commission our artist to create a distinguished "hero character" for the mod, especially since we plan to release more modules in this series.

I’ve always felt that hero characters give a mod extra punch. They elevate the presentation, making everything look even more professional, while also helping to build our brand. Though commissioning these images isn't cheap, I love adding them whenever possible for that extra pizazz.

For this image, we envisioned an explorer, someone daring to go where no one has gone before. We settled on an early 20th-century British explorer aesthetic. To add some charm and recognizability, I decided the character should be a bit rounder in shape.

Below you can see the initial sketches:

I felt the top sketch was the most appealing. The character is in an active pose rather than looking static, and he seems genuinely amazed by his surroundings. I asked the artist to move forward with that design.

Next, the sketch was refined into RimWorld-style linework. This step usually takes the longest, as we need to replicate the specific style of the original Storytellers - lines that are slightly chaotic, yet precise.

Once the linework was set, we moved to coloring. Vitalii and I collaborated closely here. Shading and color are crucial; they add dimension and ensure the character blends seamlessly with the background and the rest of the preview image.

Now that the hero image is complete, you can bet a new preview image is in the works. For now, however, let’s take a look at the remaining infographics so you know exactly what landmarks to expect!

Let me know what you think down in the comments section!

Comments

We have a new insectoid geneline planned related to Odyssey DLC but generally we add integration wherever possible. The problem is, we don’t want to create FOMO. You shouldn’t be sad that you don’t have some dlc. You shouldn’t feel like you need all DLCs for the full experience. So it’s a careful balancing act.

Oskar Potocki

Very interesting. I noticed there was optional dlc integration and it got me thinking. Have you thought of doing some of these with certain Vanilla Expanded Mods like say Insectoids 2 at some point? How currently is i think it works but its something I been wondering.....

Atem23

Looks like Lucas would get along with our Trystan! Maybe go on a small expedition together, haha.

Trouperton

It was meant to be part of exploration expanded which turned into Landmarks expanded and doesn’t have that feature anymore. The small mini quests will become their own mod eventually, not locked behind odyssey dlc.

Oskar Potocki

Was this the series that was going to include FTL-style "opportunities", or was that a different one? And/or did that feature go back in the closet for now?

Jason McGinn

We’re not changing anything related to how caravans work in this mod. It’s solely a content mod.

Oskar Potocki

Looking forward to some awesome new landmarks! One thing that disappointed me about Odyssey is how camping at a landmark leaves an abandoned site that can never be revisited. Will that still be the case with VLE?

Country Rider

I really like that there are so many landmarks that utilize the pit (that I think started with Anomaly?). I feel like this is a great addition. With Sinkhole, I would love to have there be a potential event that causes more to open up, but I have no idea how hard that would be to implement.

Bryan

It has custom anima trees that don’t scream, and a large ancient anima tree that does

Oskar Potocki

Landmarks occupy one single tile only. We didn’t feel it’s enough content for a full biome.

Oskar Potocki

I'd love for the colonists to be able to swim in the Cenotes

Loyola

It’s only focused on natural things.

Oskar Potocki

Neat, I like that it also integrates DLC content like anima trees and flesh thingies. Will the mod include any stockpiles and other 'lootable' zones or is it only focused on the natural things?

Never Sink

Some of these landmarks look like pseudo biomes such as Red Desert. Are these pseudo biomes continuous or have larger blotches on the world map where they cluster together or are they randomly sprinkled tiles in the biome? For example the Flood Plains makes sense to be part of large sections of the river ending into the sea and would make little sense as random spots on the river course itself. Same thing for the Temperate Grasslands, it would make sense to have more continuous tile mutators connected I think. I also like the dry river, but what I'd really love to see is if we had small rivers that dried up during certain seasons and filled during others since a lot of rivers do that in real life too especially in drier areas. The new hero is also a charming chap. Much love.

Brutus Albion

Rising waters brings Mont-Saint-Michel to reality and a question does the anima forest change trees to the vanilla anima trees? With the anima scream?

Rtepper

Also the explorer looks great, love the process

Lilac0

Oh shit Anima Forest looks cool as hell, my next tribal campaign location perhaps

Lilac0


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