Production | Development Blog Week 10 - Total War Saga: Troy

   Development Blog Week 10 - Total War Saga Troy

Welcome back to week 10 of my development blog, this week I have been creating more of the inside of the city. I have replaced the block outs using different housing models and added lots of detail within the city walls. I have also pathed out more of the city using landscape painting.

Firstly this week I decided that it would be better to add another side to the city section as it gives the level a nice feel to it. It also gave me a constraint of the city walls so that I could properly design the streets where the armies are able to move through.

I then changed the block out models of the buildings to fully textured models to give my level higher detail.

After I had completed this I decided to then add more buildings within the city using the block out templates. I then added more detail to the street. However I did have a problem with trying to implement modelled textures into the production of my level due to the sizing of the block outs. When using fully textured models it was clear that there was not enough room for any soldiers to get through. This wouldn't work in a Total War game like setting as this meant that no flanking strategy could be implemented for the upper layers.
Therefore to work around this I had to move the textured models into the centre of the city, this then left more room for this specific street.


After resolving the complications of creating this street I then proceeded to texture the street using a landscape paint tool, this gives a more realistic finish of the street. As I am going for a desert styled Trojan city I think that the pebble streets help compliment the look of the city, as well as the level.

After landscape painting:


The before and after of creating the street, a lot of these housing buildings serve on either side to allow for more space. One of the main problems that I have to overcome is making sure that the city is going to be viable for a Total War battle to be played in and outside of the city. However I will be making sure that I am taking this into consideration whenever I start creating more elements of my city.


I decided to then change the design of the wall that had been blocked out, due to the spacing limitation I had to overcome. I made it into a small backside porch area.

Thanks for reading this week's blog, next week I will continue on the production of my level. I will be adding the next section of the city using the blocked out template. I will be replacing block outs with fully textured static meshes.

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