I have been able to put more into the module in the last couple of weeks, including some area design touch-up, some conversations, some scripts and some simple bug fixing. I have been varying the topic to help manage it more easily, as my concentration is up and down at the moment. I have also been tweaking the ambient sounds and behaviour a little to try to give a more in-depth feel to an area.
Anyway, rather than say much else at this time, I thought I would share some screenshots with you again on the latest area I am working on. A more in-depth blog another time. Feedback welcome.
UPDATE: For anybody who has been having problems with the CAPCHA system, I have turned it off for the time being. Hopefully, I will not get anymore spam, but also hope it will help regular posters from being able to post without the aggro I know that system can cause.
UPDATE: I have added a single torchlight comparison for those interested in the lighting detail. (The first screenshot is the new one with the single torch light.)
6 comments:
I see bats!
/the capcha service here is so bad I had to refresh over 10 times to get one I could read.
Hi Kamal,
Bats it is ... at this point. :)
I will try turning the capcha system off for a while, and see how the comments go.
Cheers,
Lance.
That area is quite bright, is it magical light?
Hi Kamal,
Magical: The answer is both a "yes" and "no", in that "magik" is involved, but uses standard "fire" as well. Furthermore, there are 8 of these lamps, each of which burns rather brightly - and may account for what appears to be bright.
EDIT: I have added a single normal torch screenshot for comparison.
Lance.
Nice screens, Lance! I usually hate repetitive cave-type areas, but these are quite interesting! Did you use exteriors-as-interiors to accomplish this?
Keep up the good work!
Hi MC,
Good to hear you like the screenshots. Thanks for the encouragement:)
I know what you mean about "caves", as they can be a little boring. I wanted to try to make all my areas have a little more to them and to try to make even the normal more exciting to walk through.
In this case, I used some custom tiles (RWS I believe) for the bridge, but just played around with the different standard textures available for the walls, ceilings and floors. Then I looked for a way to add different lighting (cave plant life) and played around with it to get the bright and dark shadowy areas within the scene.
I hope to be able to make most cave scenes more interesting in this way. I am trying to learn from what others have done with areas, with the likes of Hoegbo, Kamal and Eguintir.
Thanks again for the post, as every post does help encourage me. :)
Lance.
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