I started off by drawing up some designs for the buildings for Dan to model
I mainly focused on internal and external silhouette, because these would be at a distance you'd never seen any great detail other than the outer silhouette and the internal shapes from the glowing lights
The buildings in engine brought up a few problems, because of their scale and distance from the players view, the global fog mostly drowned out any detail they had, so to counter this I've had to place large ambient lights near the buildings with very high intensity diffuse settings. The only problem is, because of the rains glossines, it's creating quite a harsh purple reflection on a lot of the assets near the wall. I've done the best I could to strike a balance and don't think it's horribly noticable.
We also have a working animated monorail! Dan and I teamed up on this to speed things up, after I laid out the initial track pieces scale for the animation tests a while back, he took these and finalised them along with the struts, giving me time to work up a quick design for the monorail and then model, texture and animate it myself and bring it into engine.
Because Cryengine doesn't accept anything other than TCB contstraints, and I was trying to animate along path constraints, I had to bake out the animation in max and import to another file which I could then export to Cryengine.
We're now focusing on tweaks and polish, adding decals, particles and as much clutter as we can to the level.
However I did start experiencing heavy framerate drops this week which was worrying. I've had to go round and at least half the texture size of all my assetts, and Dan will probably have to do the same with his. There's barely a difference in texture quality change and the framerate has risen which is all good, though I'm worried excess particles may bring it down again.
I still feel like there's a lot we could do with the lighting and atmosphere, so we'll spend some time on that this remaining week.