Everything posted by rjshae
- Update #49: Water, Trees, Day/Night, Lighting... All That Jazz
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RANDOM VIDEO GAME NEWS
Not exactly a video game story, although it's associated with the Fallout series: Fan Made Fallout monopoly replaces Boradwalk with Megaton
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Divinity: Original Sin Kickstarter
Urge to donate screeches to a halt: there's no Paypal option for the boxed copy. Not good. Hurray they fixed it!
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Update #49: Water, Trees, Day/Night, Lighting... All That Jazz
I had that impression as well. But using a particle-based mist generator might be too processor intensive. Perhaps they just need to blend it a little better? It's a WiP, after all. I think what would improve the waterfall spume/mist, is if they'd remove the gray taint and make it clean and white, so it looks like water not smoke: Yes. Perhaps even with a rainbow tinge. However, it might depend on the lighting conditions: what works in daylight lighting may not look good when they switch to a night scene. I'm not sure if the mist is an overlay or an effect, but they may need to make the mist tintable and vary the tint. I'm sure they'll work it out.
- Update #49: Water, Trees, Day/Night, Lighting... All That Jazz
- Update #49: Water, Trees, Day/Night, Lighting... All That Jazz
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Now that you released the first video...
I don't know why everyone assumes people are talking about "pitch black like you're blindfolded" when people say they want it darker and want light sources to have more of a visual/gameplay effect. Some parts of an area map are going to be darker than others. Just look at the illustration above: the pools of darkness are near impenetrable. That means lowering the lighting levels will create areas of pitch black. I've played in games like that, and there was little to enjoy in the experience. I think Baldur's Gate 2 had a few underground areas that were very difficult to navigate because they were so dark. But if necessary I can use the game calibration feature on my monitor to brighten the dark regions, so no matter.
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Project Eternity 3 : Modern Warfare?
Casting my Summon AH-46 Apache spell now...
- 38 replies
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- Guns
- gunpowder
- technology
- modern
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- Update #49: Water, Trees, Day/Night, Lighting... All That Jazz
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Margaret Thatcher is dead
- Will interactions have cutscenes or just dialogue windows?
- Now that you released the first video...
Playing in a dark environment is about as much fun as a bag full of mixed nuts and bolts. No thanks. If you need to play in a pitch black environment, I suggest wearing a blindfold.- 55 replies
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- Small suggestions. Easily implemented ideas, quickfire thoughts.
Perhaps they could illustrate the penalties from lighting effects using the character portraits? When a character is in darkness, their portrait could go to a dark gray near-silhouette with a monochrome background. Characters with night vision could transition to a reddish hue. When a torch (or light spell) is active, the player portrait can light up with a flame hue and the background go darker.- Update #49: Water, Trees, Day/Night, Lighting... All That Jazz
- Political correctness gone wild
You must have the wrong country. We use advanced airborne robotics to smite our twits now...- Update #49: Water, Trees, Day/Night, Lighting... All That Jazz
I don't like this either. There is absolutely no dynamic shadowing. None. Zero. Zilch. The shadows from trees, bushes, etc. never move. If you watch the character cross the river, you can see his shadow shift. But yeah, that's about it. Dynamic shadowing would probably be a very hard problem to solve with these 2D graphics, so I think we just live with it. Then again, maybe in this world the sun doesn't set... it just turns off for the night. Nah...- Update #49
In update #49, I was trying to figure out how they got the character shadows to shift when he crossed the river. My guess is they have built a gray scale depth map for the area that gives the actual surface depth once the water and vegetation is removed. That can then be used to compute the perimeter of the water surface and to determine where the projected shadow falls. However they do it, that's pretty nice work; it's an effective illusion. The shifting highlights from the moving point light source is presumably computed from a bump map. But I could have sworn I saw some shifting shadows as well. Maybe it was just my imagination? There were only a couple of really very minors issues. The first was that light from the camp fire was pretty weak even at night. I'd have expected a more expansive lighting circle to appear. The other one was the motion blur, which didn't seem very natural. But perhaps that was an effect caused by the video? The ambient sound was very nice and I thought I got a good directional sound from the water.- Update #49: Water, Trees, Day/Night, Lighting... All That Jazz
- The funny things thread
^^^ Funny dat. The dude with the crazy tattoos used to be the one you worried was going to rob the convenience store. Now he's the guy behind the counter.- Divinity: Original Sin Kickstarter
Urge to donate screeches to a halt: there's no Paypal option for the boxed copy. Not good.- Political correctness gone wild
You're free to be a complete twit. You're also free to loath a complete twit. Freedom: everybody wins.- The Kickstarter Thread
15 pounds for what looks like an RPG Maker game? Wow! This guy is charging $1-$4 for his. That one by the students I think is really to go help buy new computers or something. An okay work around IMHO. Thanks for the enlightenment.- How long should in-game backer perks remain exclusive?
Some perspective might help you. Try taking a long walk.- Pictures of your games part 2
A-10 Warthogs rock. Saw one at an air show once. Their engines make the coolest sound during an approach run (although if I were an opponent I wouldn't want to be hearing it).- Divinity: Original Sin Kickstarter
Weresheep give me a warm fuzzy feeling. At least they will once I grab the shears...