Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

 
Advanced search

1379100 Posts in 65664 Topics- by 58029 Members - Latest Member: ockpii

July 11, 2020, 10:54:06 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsDarkness [1st person voxel adventure game]
Pages: 1 ... 8 9 [10]
Print
Author Topic: Darkness [1st person voxel adventure game]  (Read 9761 times)
RealScaniX
Level 3
***


ScaniX


View Profile WWW
« Reply #180 on: June 30, 2020, 06:23:22 AM »

Holy water? Vampires? Guuuh! Bleeegh!

Liquid sunshine. Smiley
Logged

Thaumaturge
Level 10
*****



View Profile WWW
« 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?
Logged


Traversal, exploration, puzzles, and combat in a heroic-fantasy setting
Website ~ Twitter
RealScaniX
Level 3
***


ScaniX


View Profile WWW
« 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.
Logged

Thaumaturge
Level 10
*****



View Profile WWW
« 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"! ^_^
Logged


Traversal, exploration, puzzles, and combat in a heroic-fantasy setting
Website ~ Twitter
vdapps
Level 0
**


Head against wall since 2013


View Profile WWW
« 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
Logged

RealScaniX
Level 3
***


ScaniX


View Profile WWW
« 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



Logged

JobLeonard
Level 10
*****



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

That wolf be like Tears of Joy

Wonderfully creepy!
Logged
RealScaniX
Level 3
***


ScaniX


View Profile WWW
« Reply #187 on: July 05, 2020, 12:42:29 AM »

That wolf be like Tears of Joy

Wonderfully creepy!

Thank you!  :D
Logged

Prinsessa
Level 10
*****


Ava Skoog


View Profile WWW
« Reply #188 on: July 05, 2020, 05:03:32 AM »

Shocked agreed, creeeepyyy

Gorgeous work on that sarcophagus with all the decorations!
Logged

RealScaniX
Level 3
***


ScaniX


View Profile WWW
« 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
Logged

Thaumaturge
Level 10
*****



View Profile WWW
« Reply #190 on: July 06, 2020, 04:19:23 AM »

That's definitely looking rather cool, and quite intriguing! ^_^
Logged


Traversal, exploration, puzzles, and combat in a heroic-fantasy setting
Website ~ Twitter
vdapps
Level 0
**


Head against wall since 2013


View Profile WWW
« Reply #191 on: July 10, 2020, 12:31:14 PM »

Sarcophagus room: 10/10. Brutal atmosphere.
Logged

RealScaniX
Level 3
***


ScaniX


View Profile WWW
« Reply #192 on: Today at 12:53:59 AM »

Sarcophagus room: 10/10. Brutal atmosphere.

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

RealScaniX
Level 3
***


ScaniX


View Profile WWW
« Reply #193 on: Today at 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.
 
Logged

RealScaniX
Level 3
***


ScaniX


View Profile WWW
« Reply #194 on: Today at 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 ^^)



Logged

Thaumaturge
Level 10
*****



View Profile WWW
« Reply #195 on: Today at 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. ^_^
Logged


Traversal, exploration, puzzles, and combat in a heroic-fantasy setting
Website ~ Twitter
RealScaniX
Level 3
***


ScaniX


View Profile WWW
« Reply #196 on: Today at 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
Logged

Pages: 1 ... 8 9 [10]
Print
Jump to:  

Theme orange-lt created by panic