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April 24, 2024, 05:03:46 AM

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TIGSource ForumsCommunityDevLogsThe Woodsman - Narrative Point and Click
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Author Topic: The Woodsman - Narrative Point and Click  (Read 22624 times)
Pixel Noise
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« Reply #100 on: January 25, 2018, 05:43:07 AM »

YAY!! You're back! I've been missing this. Without having had the chance to every play it - even if it wasn't great in that regard, I think the art/atmosphere you've been creating with it is very engaging, so really happy to see you back at this!
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Pixel Noise - professional composition/sound design studio.
 https://soundcloud.com/pixel-noise
 https://twitter.com/PixelNoiseMusic
 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
sidbarnhoorn
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« Reply #101 on: January 25, 2018, 06:08:08 AM »

This looks great. Love the atmosphere and the style of the art. Following! Smiley
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Siddhartha Barnhoorn
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Award winning composer

Composed music for the games Antichamber, Out There, The Stanley Parable, Planet Alpha...

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Twitter:
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nathy after dark
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« Reply #102 on: January 25, 2018, 06:44:46 AM »

I'm liking the Kentucky Route Zero vibe based on the first page!
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cloudgods
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« Reply #103 on: February 18, 2018, 02:36:29 PM »

YAY!! You're back! I've been missing this. Without having had the chance to every play it - even if it wasn't great in that regard, I think the art/atmosphere you've been creating with it is very engaging, so really happy to see you back at this!

Aww this means a lot to hear! Thanks so much (':

This looks great. Love the atmosphere and the style of the art. Following! Smiley

I'm liking the Kentucky Route Zero vibe based on the first page!

Aaaa thank you both!!

Character shaders

I haven't touched the character shaders yet, but I've had a couple fun ideas I've been wanting to mess around with.


Foliage cutout shader + cutout with distortion ideas


Reflection swap shader ideas

Reflection swap shader

For this shader, the character has a watery reflection and gradually swaps distortion with their reflection as they near a point in space (in this example, the cube at the end). The distortion is done on the worldspace XZ axis and since the game is a sidescroller that only faces one direction, it works pretty well! Unfortunately, I didn't attempt any of the fancy mesh offset stuff--the mesh is actually just duplicated and flipped in the charactor actor. In the future I'd like to hook up the animations as well, as right now the mirrored mesh is just sliding along in idle. It's actually hard to tell there's no walk animation as long as there's a little bit of distortion present.


Character swaps distortion with reflection as they near point in space (cube)
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