I never realised how big the courtyard space actually was. Needless to say it is exciting filling the space.
Forlorn
- EmperorJack
- Mapper
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- Joined: Wed Mar 07, 2012 11:12 pm UTC
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Re: Forlorn
I'm glad you said it's the courtyard, I wouldn't have realized.
The sky light is way too dark. Also there are misaligned textures.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
- EmperorJack
- Mapper
- Posts: 52
- Joined: Wed Mar 07, 2012 11:12 pm UTC
- Location: Wellington, New Zealand
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Re: Forlorn
Room is currently incomplete. The sky lighting looks dark because of the angle. The light only hits certain area of the room (not well shown in screenshot). I will either alter sun angle (new skybox unsure) or add some ambient lighting. Thoughts?
Re: Forlorn
I think increasing the light intensity could do in combiantion with radiosity. I assume that screenshot was made from a test quality compile?
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
- EmperorJack
- Mapper
- Posts: 52
- Joined: Wed Mar 07, 2012 11:12 pm UTC
- Location: Wellington, New Zealand
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Re: Forlorn
Hi guys, I've started making some more progress on Forlorn!
I've started by redesigning the center room layout. It has a higher ceiling and hopefully some more opportunities for interesting combat and base building. You can now also use the conveyor system to enter it from the courtyard. This change is in the Alpha 14 release so hopefully it can get some play testing!
I've also started detailing the Lab (probably going to rename to Control Room and the human base will become Data Storage or something else).
- EmperorJack
- Mapper
- Posts: 52
- Joined: Wed Mar 07, 2012 11:12 pm UTC
- Location: Wellington, New Zealand
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Re: Forlorn
Control Room is now done! You may notice the screens throughout the map, these will eventually have sci-fi monitor textures (once I make them).
Another long term plan is to model some terrain for the outside areas.
Progress on Mineral Processing (center room) detailing / lighting below.
Re: Forlorn
Control room looking nice! Mineral progressing needs a lot more light. All walkable floors should always be lit in some way. You don't want to force players to boost gamma to values where they can't distinguish the snow on your map from metal floors… Layout looks quite interesting though.
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
- EmperorJack
- Mapper
- Posts: 52
- Joined: Wed Mar 07, 2012 11:12 pm UTC
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Re: Forlorn
Lighting was WIP. Almost done now with this room now :)
Re: Forlorn
Yay, I can see stuff! And it's looking good!
Responsible for: Arch Linux package & torrent distribution, Parpax (map), Chameleon (map texture editor), Sloth (material file generator), gameplay design & programming, artistic direction
- EmperorJack
- Mapper
- Posts: 52
- Joined: Wed Mar 07, 2012 11:12 pm UTC
- Location: Wellington, New Zealand
- Contact:
Re: Forlorn
Finally got around to detailing the power room and heating systems. The remaining goals for beta-1 are some general tidy up, monitor textures and sound effects.
Heating systems:
Power room: