COMMUNITY - FORUMS - GENERAL DISCUSSION
Sometimes you need to dig a little deeper to S H I N E!

There are many ways to S H I N E !

Hail Elyrians!

Are we ready to shine today? Last week’s shiny featured several minutes of pre-alpha gameplay which was fun! And huge! But I think that this week I want to slow it down a bit and finally fulfill one of the requests we’ve heard from you, the community, quite a few times. You wanted to see some of the Hrothi architecture stuff, and there really isn’t a reason to wait, so I figured maybe this was the day for it.

Let’s take it from the top:


Two things to keep in mind with the Hrothi are that not all Hrothi settlements are the same, they take the local terrain both above and below ground into account, and that what you see on the surface is usually just the tip of the iceberg.


The Hrothi always take advantage of what they find as they dig around. If a hill turns out to contain a natural cavern, or if the terrain is shot through with crystal that can be used to channel or diffract light for natural lighting, they’ll incorporate what they find into their settlement planning.

In this instance of his concept art work, Heat was exploring what Hrothi settlements would look like inside natural caverns, so here you see him experimenting with using crystals as light pipes and diffractors in addition to looking at the blending of carved stone and uncarved cavern walls. The paintings are meant to be linked, but the natural grotto is meant to be far below the surface feature and relying on light traveling through the natural crystals found throughout the mountain in question.

And, as I mentioned, not all Hrothi settlements are the same. Natural voids like this grotto are capitalized on, but where they don’t exist, expect to see tighter, smaller tunnels connecting the “buildings” the Hrothi have carved out of the stone, without the broad streets and vaulting ceiling spaces – the Hrothi are just as comfortable when the stone is just above their head as they are when the stone ceiling is far out of reach… perhaps even more comfortable.

Well, that’s it for today’s shiny, I hope you liked it!

Until next week, stay shiny my friends!


  • Snipehunter
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9/13/2019 2:18:01 AM #16

Minas Tirith, anyone?


9/13/2019 2:18:52 AM #17

This is delicious. Thank you!


9/13/2019 2:20:07 AM #18

Hrothi are best tribe.

Overall I note a very roman flare in the underground grotto, and the above ground area looks like Rock Mountain Steepe biome.


Seneschal for the Hrothi County of Iskar, Recruiter for the Duchy of Aritaur

https://discord.gg/qRQ3Zj6

9/13/2019 2:22:48 AM #19

Still loving To'resk architecture more, but this is really cool.


9/13/2019 2:28:14 AM #20

Roman Hrothis?


Rage, rage against the dying of the light.

9/13/2019 2:28:32 AM #21

Oh my Virtues, this is perfect. If you can convey even 1/3 of this into the game, I'll be a very happy Hrothi. 😤


9/13/2019 2:32:00 AM #22

Why after 3+ years of development are we only seeing concept art?


9/13/2019 2:34:59 AM #23

This makes me even more stoked about my selection.


9/13/2019 2:48:59 AM #24

lovely shines, would be so awesome if the next few shines were just pictures of architecture of tribes available on release.


9/13/2019 2:51:24 AM #25

Apart from crystal / metals reflecting lights and glotatoes / mushroomes, are there any other light sources for delving?

Since there are not much woods around , it seems fire is not an option.


Never argue with an idiot, cuz he will drag you down to his level and beat you with experience.

Vice mayor of Lux Verloren

9/13/2019 2:56:27 AM #26

Wow, this is way better than I imagined! I love it!


9/13/2019 3:02:47 AM #27

Posted By whynot at 7:32 PM - Thu Sep 12 2019

Why after 3+ years of development are we only seeing concept art?

Because it was requested repeatedly by the community, and now seemed like a good time since we showed a raw gameplay video last week.

Also, just as as aside, I smirked at the question being asked by someone with your handle. I mean, a perfectly valid answer is right there in your name, no? ;)

Hope that helps! :)


  • Snipehunter
9/13/2019 3:02:48 AM #28

Really impressive, looking forward to seeing it implemented!


9/13/2019 3:04:06 AM #29

Posted By Roarer at 7:51 PM - Thu Sep 12 2019

Apart from crystal / metals reflecting lights and glotatoes / mushroomes, are there any other light sources for delving?

Since there are not much woods around , it seems fire is not an option.

There are, but rather than answer that directly, I'm going to say "we might have something of an explanation for you coming in the very near future, so hold that thought for a business day or two if you don't mind." :)


  • Snipehunter
9/13/2019 3:07:40 AM #30

Posted By whynot at 7:32 PM - Thu Sep 12 2019

Why after 3+ years of development are we only seeing concept art?

Because this game is doing it RIGHT by focusing on mechanics > art first, so there's no art to show for this in-game? At least not anywhere near this level of quality. Also, you say 3+ years of development like that's a short time. You DO know that a game can be 4 or even 5 years into development and have very little they can actually SHOW at that point? What we get out of CoE is already amazing for a game at this stage of development.


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