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.
Early models for functional machinery "Tales of Tindalos", the newly-minted working title for the previously untitled cosmic horror game. They aren't finished, but they're perfectly functional in Unity. I'm using spline cables to connect the generator to other power sinks. I didn't have to spend too much time on the cable itself, as it turns out—I started by simply extruding a black triangle along it, and literally no one has noticed yet. It might be something to return to for decoration later.
Speaking of, once everything is fully functional in-game, I'm hoping to deck these out/add bling/gangsta-it-up with decorative do-nothing steampunk-esque additions. Maybe some Batcomputer-like blinking lights that don't really mean anything. You have to start with practicality, but there's no shame in pursuing past it, to your heart's content, once it's all in working order. That will probably be a whole new gallery item!
The spotlight and fan are designed to be interchangeable on the mobile mount, which is what the power cable will eventually tie to. I may also have stationary mounts. I've always liked the idea of varied machine parts, and their creative application taking root in a game's flow. I think it brings out the best in the player and introduces the thrill of invention.
The other things bothering me is that, while the Hit-and-Miss generator is relatively accurately modeled after the Hercules, I really don't like how square it is. My generator is going to have to have some more beveling and flow if it isn't going to break the composition of the game. However, I'm likely to have many items to come, and some of these (like the fan men) haven't even been fully integrated into the game source yet! I'll revisit it in the future.