Early on in Junksters development it was an open world exploration survival and building game. You would explore the environment and build structures to solve problems.
We needed a way for a small team to dress a large environment dynamically with objects that could be broken down for raw resources. We came up with having a variety of piles of junk, called Junk Piles. There would be different sizes, smaller ones more frequently distributed in the environment, larger ones being more rare.
Because the larger ones would be more recognisable we needed a way to make them more varied. We came up with the idea of having large meshes with detachable sections that would change the appearance. These meshes could change colour or be removed to create variations. This along with different orientations for the models.
When the game moved towards a more level based scripted story the idea was scrapped.
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Junkster is an unreleased project from by Stormcloud Games. Currently stalled by lack of publisher but with some luck the product will release to the public, but as yet it is unknown when.
Wishlist on steam if you want to see it released: https://store.steampowered.com/app/1675860/Junkster/
Large Junk Pile Prototype Features.
Mesh parts can be removed to form unique shapes.
Each section can change colour with pre-approved options.
Each piece can rust or be cleaned dynamically.
All three Large Junk Pile Prototypes removing parts and changing colour randomly to show random variations
View of all the small junk piles.
Small junk piles seamlessly blend with the ground reading from a Runtime Virtual Texture from the landscape. This is displayed on a mound mesh attached to the junk pile so collision can be accurate.