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A real update with visuals!

So I finally got text boxes not controlled by NPCs working. So now, I can control them in a more cutscene-like fashion.

As shown below, I've set up a method of text boxes that can hide a whole map before finished, or I can insert graphics any way I want.

[Image: 6ZZVCCY.gif]

Also, decided I'm not gonna update things really until the story is in a locked place for editing (As in, I have no need to edit anymore). As most of the forest areas I've made may actually take the axe because of how I'm changing things.

I've also provided a more logical event system that is controlled by a list. The older way used a "Game timeline" variable. With this new method, I can control the story in a non-linear fashion.
[Image: 7WAyoxd.png]

(Map is an heavy WIP, and not final)

Experimenting with some smaller rooms such as bathrooms. Because video games never have these things. I'll never understand why, either. I mean, if people are afraid it's because of sanitary reasons, then design a clean bathroom.

I mean, if all these video games nowadays can render thousands of polygons with realistic textures, then how can you say your game is realistic if there's no room to wash your hands?
(01-02-2018, 06:56 PM)Filler Wrote: [ -> ]I mean, if all these video games nowadays can render thousands of polygons with realistic textures, then how can you say your game is realistic if there's no room to wash your hands?

Yes, good hygiene is not only important but also makes sense. But there are a technical problem, how to implement efficiently reflections ? And water ? And lighting ? Bathrooms cause too much trouble in videogames.
That's true. Well, in 3D games where there's thousands of complicated resources needed for reflections and such like that.

At least in 2D games, it's easier to stylize things so they're less complicated to render for the overall visual experience

Also, I thought this would have been a funny detail to add for those who always keep doing the same action on a single thing, and expect something to change.



There's probably some grammatical errors in the text, because I didn't proofread it yet.
[Image: oOtRxwu.png]

And this room is now finished!
Oh well done ! But I think you have to try to make the floor parallel to walls like in 2 points perspective, because actually it broke a little the perspective effect.
Oh! I'll change that sooner or later. As the floor tiles were just a checker pattern I added on a layer behind the map without thinking about how weird it looks.

[Image: sFQpPR6.png]

Some more map stuff. At least you can sorta see how they relate to each-other.
Been testing the fake-light source things I planned out for the cave maps awhile back.

[Image: GwnYI9h.png]

Personally, I think it didn't go well, may just scrap it for something more logical, like a light source defined on the player.
I think this looks loads better.

[Image: sWR4juw.png]

Also, a pretty weird ambient track I made for this area. I guess it sets the mood right.

I don't know why, but it seems that the way you simulated the spot light isn't natural.
Maybe because the 3D perspective stage + 2D light effect don't mix well together ? Also, total black can't exist, you could use very dark vignetting ?
Well, I wanted to make it total darkness around the circle as a gameplay mechanic. As the area itself has you going around a medium-sized indoor area with you having the small radius of light around you.

I was thinking of other ways that may also seem a bit more logical:
  • A flashlight/torch/lamp
  • Some sort of fire-based lightsource
That way, I can integrate it into gameplay with feeling less static and out-of-place.

Some changes have been made, but they're not major.

[Image: oBViGV3.png]
[Image: hwWoIBE.png]

WIP of the cave map. The tileset may not be final.

[Image: IGURt8I.png]

Map layout concept.
The map relief isn't reversed ?
[Image: RGdkkXm.png]

How did I mess that up? Fixed it quite quickly.

Edit:

[Image: 1cfr407.png]

Changed the tileset colour a bit.
[Image: BLSNJAk.png]

Been making the caves feel less open, and more "tunnel" like by making the base area use less basic, geometric line based designs for the walls.
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