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Claw
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« Reply #90 on: June 15, 2012, 11:41:50 AM » |
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I normally like to do everything on paper first. For this I've been drawing out the basic shape of the entire world, with each section that has a different purpose outlined and named. I'm trying to think of how the whole thing fits together first, then I go onto a specific area to lay that out roughly so it can lead into other areas.
Currently though I have the basic shape/layout I am going for in this starting area, and I'm just plugging it straight into a level editor. But then I'll think it over and probably take it to some paper to lay out the more intricate parts and weave puzzles into the environment, so navigation makes use of the shadow mechanics.
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Claw
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« Reply #91 on: June 17, 2012, 08:12:52 AM » |
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I've got so much shit done today, feels awesome. Past week I've just been doing level design and conceptual stuff, but today sat down to grind out some code and just blasted through loads - and the days not done, got a good few hours left  Gonna have an aneurysm if I drink any more coffee though hah.  Click to zoom as always. There's something subtly different about this screenshot. Actually, is it subtle? Or pretty obvious? Probably more obvious in game. I'm happy with how it turned out. Well shit, actually two subtle things - so subtle even I forgot about one of them  Got a load of the first area done too - still need to fill out some of it to include some puzzles/obstacles and of course polish, but it's coming along nicely.
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jmcmorris
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« Reply #92 on: June 17, 2012, 08:35:42 AM » |
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Looking good! I see the less subtle one (closer to obvious imo). Took me about 3 seconds of looking at it to see it. However, I fail to see the more subtle thing. I'll just keep staring at it for awhile. 
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Claw
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« Reply #93 on: June 17, 2012, 08:44:15 AM » |
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Looking good! I see the less subtle one (closer to obvious imo). Took me about 3 seconds of looking at it to see it. However, I fail to see the more subtle thing. I'll just keep staring at it for awhile.  Cool thanks  The less obvious one is a bit hard to see on this without being in game/moving. If you put it next to any other shot I posted it will probably become obvious though 
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Claw
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« Reply #94 on: June 23, 2012, 06:26:35 AM » |
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I could really use some feedback on this:  It's probably better to see it moving - the smaller triangles are moving up and orbiting the beam in 3D space. Any critiques suggestions etc?
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Magnesium Ninja
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« Reply #95 on: June 23, 2012, 09:34:26 AM » |
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It's rather pretty, but does the glowing triangle itself give off any light?
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Claw
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« Reply #96 on: June 23, 2012, 09:44:43 AM » |
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Not in this pic; I tried it ( and spent a while getting a multi-light system in place ) but it didn't look great. The glow effect seems to look better on a darker background and making it emit light negated this, so it ended up not actually looking as bright.
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SolarLune
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« Reply #97 on: June 23, 2012, 12:15:02 PM » |
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Looks really cool! I think the glow effect could be stronger on the light source (the triangle, I suppose). I think that to be as bright as it is, it does need to give off at least a little green light.
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Claw
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« Reply #98 on: June 23, 2012, 01:59:54 PM » |
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Yeah you're right, gonna have to work out how to make the multi-light stuff work better. I basically drew the scene once for each light, and then added the results together - ended up a bit complex but worked, just seemed to make everything a bit too bright but I should play with it more. Been working on this one scene all day, class file for this chest is an absolute mess  It's getting there though. Cheers for the feedback!
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SolarLune
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« Reply #99 on: June 23, 2012, 10:34:02 PM » |
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I basically drew the scene once for each light, and then added the results together - ended up a bit complex but worked, just seemed to make everything a bit too bright but I should play with it more.
Couldn't you draw a black plane and draw the lights as white circles? Although, that wouldn't work with the special normal mapped materials...
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Claw
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« Reply #100 on: June 24, 2012, 12:55:38 AM » |
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I basically drew the scene once for each light, and then added the results together - ended up a bit complex but worked, just seemed to make everything a bit too bright but I should play with it more.
Couldn't you draw a black plane and draw the lights as white circles? Although, that wouldn't work with the special normal mapped materials... Similar principles but instead of light circles I hand a point and strength to the shader and it takes care of everything. I love you long time for making me try it again:  Looks fucking cool in game like this, and because it overlays the sun on the wall and it's a circle shape, the following part of the scene looks x1000 more awesome. It *COULD* do with more lighting being projected onto the walls above since the chest is emitting a beam that goes up, working on it still. In this screenshot, only the background wall is actually affected by the second light (just hadn't put the code in all the right places yet). EDIT: Here we go, this is looking better:  Light is now more colourful from the triangle.
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« Last Edit: June 24, 2012, 01:13:20 AM by Claw »
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kamac
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« Reply #101 on: June 24, 2012, 02:49:22 AM » |
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Neat. I have a question - do you draw these triangles simply as modified by shaders pictures, or you do it by, say, drawing lines using OpenGL commands?
Much like glDrawArrays(GL_LINES,0,3)?
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Claw
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« Reply #102 on: June 24, 2012, 03:09:50 AM » |
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Lines are just using GL_LINE_LOOP. Really I should be handing in the vert lists but I got lazy for non-texture based coords so far and have just used glBegin/glEnd.
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Claw
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« Reply #103 on: June 24, 2012, 07:04:51 AM » |
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Took another screenshot and felt it was pretty cool, so thought I'd share:  Almost finished this now, been working on sound design for a large portion of this afternoon so far. Needs some polish work but coming along well.
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SolarLune
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« Reply #104 on: June 24, 2012, 08:23:04 AM » |
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Looks really cool. I think something else that might add a little bit would be to add an additive blend to some of the lighting - that way, it's not just going from black to illuminated (normal, opaque color), but goes a little bit 'higher'. I don't know - it might not add anything, but I think it'd be cool.
Also, the lighting effect on that chest is awesome-looking!
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