Cultist base
Today I’ve worked mainly on the cultist’s base…
I wanted to make a different environment, but that still looked like a base, so I used the temple tileset and placed the “base” on top of a lava lake…
I’ve also played around with the fake lighting on some torches, to give it more ambient:
It’s already looking pretty good, but again I’m struggling with the fact that the lighting on this game is very flat, mostly due to the fact that the textures are low res, so it’s hard to see where the floor ends and the wall begins, etc… Ambient occlusion might solve this, but I’m not sure if that’s going to be enough…
I’ve been toying (in my head, haven’t tried implementing it yet) with the idea of adding “vertex position noise”, so that the walls are not so straight, which in turn would perturb the normals enough for the lighting to be more distinctive, but I’ll save that experiment for the polish phase… Also want to play with geometry shaders to generate the cubes themselves, instead of generating them on the CPU. This would make the generation process faster and simpler in terms of code, but I’ll probably only try that when I do the OpenGL port.
Now listening to “Few Against Many” by “Firewind”
Link of the Day: Everybody knows “Game of Thrones” nowadays, the juggernaut of geek turned mainstream, and its epic title theme… Here’s an interesting cover/remix of it:
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