Tuesday, March 13, 2012

Flicker Flicker

For the next few days, I'll be busy implementing a local shader for use with certain dungeon themes (caves). This shader will take the location and occlusion of light sources such as lamps and torches into account. Ultimately, I want some light sources to flicker a bit as I think that'll give the dungeon a much more detailed look and feel overall.

Here's what I have so far (after about half an hour of messing around with the shader). You can also see the new info box at the bottom left which is now scrollable. No more missing messages!



EDIT 1: This is starting to look better. Played around with the attenuation and brightness factors and modified the shader a bit.


EDIT 2: I've implemented some occlusion checks in the local shader and the whole effect is much more realistic now. Models are also shaded based on how light the area is they're standing in. I've removed the lamp models from the game for the time being.

Some levels are very dark. I'll include items that can be held to light up areas.

Next, I'll be working on something really fun. Check back soon.

3 comments:

  1. Looks pretty cool, shadows and fog of war are always a nice addition.

    are you going to implement a texture or something in the darkness, Epic Dungeon style? I mean roving clouds and creepy shadows moving around?

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    Replies
    1. Thanks. That would do quite a bit to break the flat look of the fog of war. I'll look into it when I'm a bit further in the development cycle.

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  2. Wow, great work! This is something I've thought of tackling myself for a while, but I keep putting it off. Definitely gives the dungeons a great vibe.

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