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Thread: Working title : Trugbild

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  1. #5
    Things are moving quick, the prototype is already "playable". The technical base is done with heavy use of shaders (for halos, highlights, noise, and more planned) and frame buffer objects for offscreen rendering (currently four) and the design document is growing nicely.

    The visual stlye is now almost 100% what I imagined in the first place, and seeing it in motion (which the screenshots won't judge, I'll try to get a video up soon) is even better as it looks totally as dark and visually nightmarish as I wanted it to be.

    Over the next few days I'll implement an editor for the questions along with different visual types. Currently there are only corridors, but I want to use diffferent "objects" as a metaphorical tool to emphase on the type of player choice. I'm planning on adding holes (for very negative decissions), upward stairs (for positive stuff), windows (for things realted to other people or stuff out of the player's control) and plain light cones in the distance (maybe for decisions that are connected to being lost and or lonely).

    Since fragment shaders and stuff make it kinda easy to get a nightmarish, dark and hazy look I also plan to make extensive use of them for different visual effects that pertain to the player's current mental and physical health.

    And last but not least some screenshots (click on the tumb nails, best watched on a well-calibrated display on a dark background) :
    Last edited by Sascha Willems; 19-08-2013 at 08:23 PM.

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