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TIGSource ForumsCommunityDevLogsMournway Mansion [1st person voxel adventure] (formerly known as "Darkness")
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Author Topic: Mournway Mansion [1st person voxel adventure] (formerly known as "Darkness")  (Read 36113 times)
RealScaniX
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« Reply #180 on: June 30, 2020, 06:23:22 AM »

Holy water? Vampires? Guuuh! Bleeegh!

Liquid sunshine. Smiley
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Thaumaturge
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« Reply #181 on: June 30, 2020, 10:01:44 AM »

Ooh, I like that sarcophagus! Very nice indeed! :D

If I may ask, given what seems to be a structure of a spooky house connected to a set of other worlds, was Realms of the Haunting an inspiration for this game at all?
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RealScaniX
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« Reply #182 on: July 01, 2020, 12:26:08 AM »

Ooh, I like that sarcophagus! Very nice indeed! :D
Thank you! Smiley

If I may ask, given what seems to be a structure of a spooky house connected to a set of other worlds, was Realms of the Haunting an inspiration for this game at all?

I'm afraid I haven't played that one. This idea grew. Initially those lightworlds were supposed to be very short and have a unique gameplay.
 
The first attempt of one of those can be seen in those old videos:
 






 
The purpose of those worlds has stayed the same: To obtain one of the 6 triangles.
You would get into those worlds pretty unexpectedly, e.g. after opening a door the screen would fade to white and then you would be there.
With the new gameplay element Bokomo, I am following a more structured approach and you will probably reach all of them through a portal now that you will have to open by solving a puzzle. The lightworlds will have their own puzzle for the triangle and potentially more elements.
 
I'm still unsure though if I will abandon the other lightworld. The triangles were supposed to represent an emotion each and the lightworld where you destroy stuff with the bat gave you the anger piece.
 
Well... I will return to thinking about this after I have completed the tomb lightworld.
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« Reply #183 on: July 01, 2020, 09:49:12 AM »

I'm afraid I haven't played that one. This idea grew. Initially those lightworlds were supposed to be very short and have a unique gameplay.
 
...

Ah, interesting--thank you for the explanation! ^_^

So if anything it looks to be a little more like Myst than Realms of the Haunting: traversing various side-worlds to gather pieces that are primarily relevant in the hub-world.

Well, I'm interested to see what you come up with for these "Light Worlds"! ^_^
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vdapps
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« Reply #184 on: July 01, 2020, 01:57:43 PM »

If I may ask, given what seems to be a structure of a spooky house connected to a set of other worlds, was Realms of the Haunting an inspiration for this game at all?

Heh, it is also first game which came to my mind when I saw this thread. That maybe author was inspired by Realms Of The Haunting. Smiley
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RealScaniX
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« Reply #185 on: July 04, 2020, 11:25:20 AM »

Here is an update of the sarcophagus puzzle room. The walls and floor are still placeholders, but the main elements are slowly getting there. Smiley



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JobLeonard
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« Reply #186 on: July 04, 2020, 02:02:21 PM »

That wolf be like Tears of Joy

Wonderfully creepy!
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RealScaniX
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« Reply #187 on: July 05, 2020, 12:42:29 AM »

That wolf be like Tears of Joy

Wonderfully creepy!

Thank you!  :D
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oahda
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« Reply #188 on: July 05, 2020, 05:03:32 AM »

Shocked agreed, creeeepyyy

Gorgeous work on that sarcophagus with all the decorations!
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RealScaniX
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« Reply #189 on: July 05, 2020, 09:26:52 AM »

Shocked agreed, creeeepyyy

Gorgeous work on that sarcophagus with all the decorations!

Thank you very much! Doing those was kind of fun. Smiley
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« Reply #190 on: July 06, 2020, 04:19:23 AM »

That's definitely looking rather cool, and quite intriguing! ^_^
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vdapps
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« Reply #191 on: July 10, 2020, 12:31:14 PM »

Sarcophagus room: 10/10. Brutal atmosphere.
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RealScaniX
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« Reply #192 on: July 11, 2020, 12:53:59 AM »

Sarcophagus room: 10/10. Brutal atmosphere.

Thank you! I hope the updated version is still alright. Smiley
 
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RealScaniX
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« Reply #193 on: July 11, 2020, 01:06:08 AM »

I found out (too late) that the normal voxel importer script that I'm using since the start of this project cannot correctly produce lightmap UVs.
A workaround is to export the model in a different format from magicavoxel, which is not that bad, but I should have known it earlier, because the sarcophagus has a broken lightmap now and I have to redo all the material and normal manipulations again if I import it again...
 
Here you can see the broken lightmap on the colorful parts. Those are the original magicavoxel colors, made that different to be easily distinguishable while modeling and to assign them different colors later.
 
The darker wall part is the look that I am going for, I think.
 
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RealScaniX
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« Reply #194 on: July 11, 2020, 11:27:44 AM »

And here is the "final" look of the corridors in the tomb scene.
 
Voxeling the walls was a bit more work than expected, but I like the look of them. Smiley
 
(moving screenshot for additional atmosphere ^^)



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« Reply #195 on: July 11, 2020, 11:53:19 AM »

Thank you! I hope the updated version is still alright. Smiley

Ooh, I really like those lights! ^_^

I found out (too late) that the normal voxel importer script that I'm using since the start of this project cannot correctly produce lightmap UVs.
A workaround is to export the model in a different format from magicavoxel, which is not that bad, but I should have known it earlier, because the sarcophagus has a broken lightmap now and I have to redo all the material and normal manipulations again if I import it again...

Oof, that sort of thing can be a real pain, I fear! :/

I'm glad, at least, that you seem to have a functional workaround--and more so if you've managed to get through all relevant re-exportations. If not to the latter, then strength to you for the rest, at least! ^_^

And here is the "final" look of the corridors in the tomb scene.

Those do look pretty good, I think! Some nice stony, torch-lit hallways. ^_^
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RealScaniX
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« Reply #196 on: July 11, 2020, 12:04:29 PM »

Thank you!
 
This whole scene is a new thing for me as it's the first one in this game that is using lightmaps. The tutorial is using real lighting (vs. the special shader that I'm using in the house), but it's only using realtime lights.
I might change that later on.
 
So, I'm learning everything that I need to know for it to work along the way. When I have a working way from magicavoxel to the final scene object then I will start to be more productive.
As it is now, I'm spending hours changing all those lightmapper options etc. to see how I get the best results. Smiley
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ternbasedcombat
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« Reply #197 on: July 12, 2020, 09:57:30 AM »

Dude, this looks fire!

And spooky!

Do you have someone write music?

I would love to write a track for you!

Let me know!

TM
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RealScaniX
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« Reply #198 on: July 12, 2020, 10:38:11 AM »

Dude, this looks fire!

And spooky!

Thank you! Smiley
 
Do you have someone write music?

I would love to write a track for you!

Let me know!

TM

Yes, I already have a composer. There's a lot "in the flow" still, so it will be months until I start focusing on the soundtrack. Smiley
 
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« Reply #199 on: July 13, 2020, 04:49:48 AM »

So, I'm learning everything that I need to know for it to work along the way.

That's very much a familiar experience, I do believe! ^_^

As it is now, I'm spending hours changing all those lightmapper options etc. to see how I get the best results. Smiley

Good luck with it--and have fun! ^_^
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