Tales of Tindalos — Machine Design

Basic old spotlight. It isn't perfectly accurate, as it's missing the god-rays effect. I'm considering pulling the same trick as Crysis and simplifying that cone down to geometry, it just adds impact to the glow.

Basic Hit-and-Miss generator, loosely modeled after the Hercules mobile generator (1910-ish?) The smoke is entirely a particle effect—I love heavy physics simulations, but mostly as a novelty; they surrender control of the art. Particles do fine.

Mobile fan, on the same mount as the spotlight. The idea is for these to be pushable; the player can roll them across the map, in case threatening shadows or fog starts rolling in and they need a tactical advantage.

When someone inquired on what practical purpose an industrial fan could possibly serve in a survival game, I threw this together in twenty minutes. It gets worse...

The next natural question was, what purpose could a car wash fan-man possibly serve? I dressed it up a little. Animation isn't perfect, but I hoped it would offer an idea. Yet...

Since the many uses of a sudden, terrifying animated distraction just weren't dawning on this person, I took it a step further with a popular meme. Again, imperfect (I don't know why the wheels flicker), but if this won't help, nothing will.

A Frankenstein-style double-pull-double-throw switch. I still need to tack some terminals onto it, but machines only get really cool after you've got some control over them.

The vacuum tube, a.k.a. "the worst transistor substitute ever designed, but what we had on hand". It actually hasn't been implemented at all aside from being an in-game pickup, but it should be very important for sensors! A switch that throws itself.

The notion of using a fan to fight hot weather reminded me of the exact opposite—the mountains of madness—and how sometimes, what we need is a way to warm things up! So, 1920s-esque heat lamp.