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April 01, 2020, 12:05:36 PM

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TIGSource ForumsCommunityDevLogsDarkness [1st person voxel adventure game]
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Author Topic: Darkness [1st person voxel adventure game]  (Read 3092 times)
RealScaniX
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« Reply #60 on: March 24, 2020, 12:12:01 PM »

I could feel that video Who, Me?

Hehe, thanks.
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Thaumaturge
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« Reply #61 on: March 26, 2020, 09:40:24 AM »

I do love how much data one can pack into vertex colours; I know that I've made a fair bit of use of them in my own work! ^_^

I'm curious, if I may: what prompted you to change the way that the legs animated?
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Prinsessa
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« Reply #62 on: March 26, 2020, 09:52:30 AM »

I thought the movement looked a bit random and not like a fluid motion in the last video, but it looks fantastic now! Kiss
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RealScaniX
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« Reply #63 on: March 26, 2020, 04:28:17 PM »

I thought the movement looked a bit random and not like a fluid motion in the last video, but it looks fantastic now! Kiss

Thank you! Smiley
 
I've changed the shader around quite a bit to make the leg movement look ok-ish for the differently rotated spiders. I am now working on the paths around objects that I draw on extra textures similar to normal maps. This is the last thing I need to be able to build the scene that I have in mind.
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RealScaniX
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« Reply #64 on: March 28, 2020, 04:32:19 AM »

I've added the direction map to control the movement around obstacles.
Now I have everything I need for the actual game scene.

This is the creation of the Direction Maps using my own tool that normally is used to create fur.



 
It's far from perfect, but I'm not building a simulation.
It's only used in a short cutscene.
I had lots of fun creating it, though. Smiley
 



« Last Edit: March 28, 2020, 09:53:32 AM by RealScaniX » Logged

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« Reply #65 on: March 28, 2020, 05:05:29 AM »

This is nice tech. But I wonder if I missed something at the last ~20 posts. I thought this was about random around in a voxel-styled house solving puzzles? How does a swarm of spiders fit into this?
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RealScaniX
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« Reply #66 on: March 28, 2020, 06:44:59 AM »

This is nice tech. But I wonder if I missed something at the last ~20 posts. I thought this was about random around in a voxel-styled house solving puzzles? How does a swarm of spiders fit into this?

It's for one scene in there. Those spiders have roughly the size of a voxel. I needed to add some polys or else you had running around cubes. We'll see how it looks in the game. I've seen other games combine the voxel look with some other non voxely styles without breaking the immersion in any way.
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« Reply #67 on: March 28, 2020, 09:56:17 AM »

That is a very cool set of techniques, creating a rather neat effect, I do think! ^_^
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RealScaniX
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« Reply #68 on: March 28, 2020, 10:03:27 AM »

That is a very cool set of techniques, creating a rather neat effect, I do think! ^_^

Thank you! I will start the scene soon. I need to build the room for it first, though. Smiley
 
BTW: This is the first phase, where they change from voxels into recognizable spiders. It's hard to see in the other videos:
 



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« Reply #69 on: March 28, 2020, 10:43:39 AM »

I need to build the room for it first, though. Smiley

That would see to help, yes. Tongue

BTW: This is the first phase, where they change from voxels into recognizable spiders. It's hard to see in the other videos:
 
...


I really like that effect--indeed, I suspect that the spiders will fit in particularly well with the voxel setting, given that transition: I imagine it looking a little like the fabric of the building itself is turning into spiders... :D
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RealScaniX
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« Reply #70 on: March 28, 2020, 11:06:43 AM »

I really like that effect--indeed, I suspect that the spiders will fit in particularly well with the voxel setting, given that transition:
Thank you for strengthening my believe. I hope it looks well when brought all together.

I imagine it looking a little like the fabric of the building itself is turning into spiders... :D

Imagine happening this to you. Sitting alone in self isolation at home and the room turns into spiders.  :D
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RealScaniX
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« Reply #71 on: March 29, 2020, 05:36:29 AM »

Now that I got the need to animate spiders out of my system, I can concentrate on the other stuff for a while.
I need to create the place for the spider event first anyway.

I've moved my main shader into a shader function (using the Amplify shader editor).
This way it's easier to create some upcoming variations of it.
 
I've also readded the distance desaturation to it, so objects in the distance become gray.
 
Here are 2 new objects:
 
The kitchen table (and with the old shader in comparison)

 
 
And some chains for the vent:




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« Reply #72 on: March 30, 2020, 09:18:31 AM »

Imagine happening this to you. Sitting alone in self isolation at home and the room turns into spiders.  :D

Hey, if they're just Daddy Long-Legs then that's not too bad! We also get tiny runny things around here, which would be awfully ticklish.

That said, if they were something dangerous and aggressive, now, that would be rather scary... o_o

Of course, the whole experience of the wall dissolving into spiders would be... rather trippy, at the least! 0_0

Also:

*Old Spice Man voice* THE WALL IS NOW SPIDERS! ;P

The kitchen table (and with the old shader in comparison)

I really like the colouring in the new shaders, I believe; it leaves the place looking a little more worn, appropriate to a spooky sort of game, I think. ^_^
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« Reply #73 on: March 30, 2020, 10:45:55 AM »

*Old Spice Man voice* THE WALL IS NOW SPIDERS! ;P

Sometimes you wish the floor was lava...

The kitchen table (and with the old shader in comparison)

I really like the colouring in the new shaders, I believe; it leaves the place looking a little more worn, appropriate to a spooky sort of game, I think. ^_^

Thank you. I had this desaturation in there a long time ago, but it was kinda lost due some changes. The idea is that (outside of the light of your light ball) the world is dark, colorless and scary. Smiley
 
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