Spellcaster Studios

Make it happen…

Temple area

For the second temple in the game, I decided to just start voxel doodling and see where it got me… I got some nice ideas, and I combined that with the ideas I had regarding the combat itself (an open area where the player could run and hide from the enemies, since there will be two bosses here).

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I’ll probably do some more work on it, adding more props, etc, but I’ll do that on a later stage, when I can play the game from start to finish (the balancing/polish phase).

It’s becoming more and more apparent that I need some way to increase the contrast of the tiles. There’s a lot of places where you can’t see the blocks… there’s several ways to achieve this:

  • Shadows
  • Ambient occlusion
  • Fog (light one to increase the difference between blocks based on distance)
  • Depth-of-field (too expensive and I don’t think it would solve the issue)

 

For all of these except the fog, I’d need to work on the renderer to allow for the effects (add a pass for the shadows, add normal+depth rendering pass for the ambient occlusion and DoF, plus the effect pass). But again, I’d rather leave it to the the polish phase of the development.

Now listening to “Visions” by “RAMP”

Link of the Day:If you’re lazy like me, you’ll enjoy having the trailers from E3 all in one place so you can watch them at your leisure: http://www.polygon.com/2014/6/18/5820612/e3-2014-trailers-your-complete-trailer-guide-to-the-games-of-e3

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