Adrael's Out-takes & Unused ArtThe Adrael project was run in a fairly democratic fashion: though each of the participants had their obvious strong suits, everyone had an opportunity to voice their opinion, and most did exactly that! |
95% of Lyllus's work was used in-game, but a couple of his ideas never arrived:
This fountain may eventually
be seen in Adrael!
Luminous mushrooms were considered as in-cavern light sources...
...but other light sources will be seen in Adrael's finished release
Clat was asked for lamp designs for use in Adrael's manmade tunnels. He came up with many sketches:
...but none of these were ever used in-game!
An early design for a valve or puzzle control device
Another design for the DRA Office's tiles floors, never used.
When it was first decided that Adrael would have a puzzle involving water to be routed from one destination to another, Clat designed a large, impressive valve control panel:
Clat's design for a valve-control apparatus
Valve control rendered with ambient-occlusion shading
...but it was decided shortly after that the valves should be lever-actuated, and should be visually part of the piping itself, so this design was discarded.
For a long time, the two corners of the DRA office nearest the door remained empty. Feeling that the DRA age needed more places to put artifacts the DRA had collected in its research, Emor designed and built a cabinet, along the lines of the one already in the video room, to fit in each of those corners (now filled by piping) :
cabinet unit with ambient-occlusion shading
with lighting from an internal system (not seen here)
Some members of the group disliked the cabinet, voted it down, and it disappeared (such is the nature of a democratically-run volunteer project!)
At one point Emor questioned the nature of this mysterious Spirit, who could somehow produce videos and create puzzles with intricate graphic designs. As a joke, this was what he envisioned:
|
Nevertheless, when Clat produced this design for the Spirit Door, Emor created a rough 3D model for it:
Clat's first sketch of a Spirit Cave door design
Emor's model of the first door design
and when Clat designed another variation, Emor again roughed in the 3D model:
Clat's second sketch of a Spirit Cave door design
Emor's model of the second door design
In the end, the design was greatly simplified and, with Boblishman's addition of a nice animated pattern, is what you see in-game presently.