Author Topic: The Forgettable Dungeon: Early Access Release  (Read 419551 times)

So did we reach the shader stretch goal??

it looks kind of weird for the objects to cast shadows like that (regardless of actual lighting) and the walls not to; imo it'd be better if they just casted a diffuse shadow straight down

Is Dungeon Master Mode still a possibility even though the stretch goal wasn't met? It was a great idea and I feel that would set this game apart from any other co-op rouge-like game.

gonna guess you're baking in the shadows...? How does it handle the voxels though?

would be nice if they weren't so dark though. but it seems like according to your post you are able to modify that.

It's actually taking the sprite model and compressing it then projecting it on a plane, then using opengl tricks to only render on the right surfaces.

Since the game mainly consists of a few different tile types I can do this with relatively low impact and draw calls. I'm thinking of making it project onto walls and a few other surfaces as well, there will be various quality options in case this ends up impacting performance.

Though sadly this means nothing fancy like self shadowing, or projecting shadows onto other sprites :(

The plan is to make them fainter and blend, just have to get the settings right.

So did we reach the shader stretch goal??

No, I just got really sidetracked. I just kept reading random bits of how people did certain rendering tricks and was like "hey I can do that", so then I did.

it looks kind of weird for the objects to cast shadows like that (regardless of actual lighting) and the walls not to; imo it'd be better if they just casted a diffuse shadow straight down

I can make this an option, but once I'm done it'll look great.

Plus you can't imagine how many AAA games have completely forgeted shadows that make no sense. When doing all this stuff I compared with various game images while trying to figure out the "realest" way to do things, turns out a lot of games just fake everything.

Also some walls are going to cast shadows. Just need to figure out a balance between what looks good, and what breaks your mind trying to figure out how the dungeon is actually structured.

Is Dungeon Master Mode still a possibility even though the stretch goal wasn't met? It was a great idea and I feel that would set this game apart from any other co-op rouge-like game.

Not sure but I hope eventually, would happen after release.

Edit: one more random preview pic



Edit2: Oh my I just realized the falling floor tiles are reflecting into the real world o.O
« Last Edit: February 11, 2016, 03:04:22 PM by Rotondo »

Are we going to get a ceiling texture for the reflections?

Are we going to get a ceiling texture for the reflections?

I hadn't thought about that, it'd might look really good.

Though that raises the question of just wtf is on the ceiling.

wtf is on the ceiling.
Ceiling things:
  • Chandeliers
  • Cages (like the torture kind you stick people in to be pecked at by ravens)
  • Vampires
  • The floor, turns out you are on the ceiling in that level
  • Support beams
  • Stalactites
  • Really BIG bats
  • Bells
  • Fading Darkness
  • Spider-man
  • really BIG spiders
  • Paintings

I hadn't thought about that, it'd might look really good.

Though that raises the question of just wtf is on the ceiling.
  • Spiderwebs
  • Sculpted wood
  • Flickering lights
  • Runes
  • Satanic ritual drawings
  • An image of DM Church
  • A map
  • Broccoli
  • Yourself

Also, can you fix the sprite sending over network? Currently if anyone switches sprites while ingame, the new sprite they are using isn't sent to the clients on the server, and they take the default ? sprite

Though that raises the question of just wtf is on the ceiling.
another reflective surface


infinite reflecting


Edit: one more random preview pic


that looks really good!

« Last Edit: February 11, 2016, 04:44:18 PM by Taciturn »

oh my forget thats gorgeous

If you do make a ceiling, keep in mind that the player can get some insane air from timing a jump right while bouncing on top of one of those bouncy thingies. If you do it right, you can go from that straight out of the room, but it looks like you made the walls high enough.



I mean the math is almost right...



I mean the math is almost right...
Stop production right now. These shaders look absolutely perfect.

I'm going to buy this, either at its official release or right now in beta.

Stop production right now. These shaders look absolutely perfect.

Come play forgettable dungeon, with our amazing... negative light mechanic.

Watch as your shadows get absorbed by the evil... sign post.