Second cholden there. The blue is a good start but the place could turn fiery orange when the player is getting closer to the final and things are getting more intense. Would give the effect of the structure being alive of sorts.
Very pretty but I'd still like to know more about the actual game. What role does this environment actually play?
The environment will be the main means of telling the story. It will be both your enemy and your ally.
Also, half of all good game environments is the sound, and that is being worked on by: http://soundcloud.com/lhasamencur. Sounding really good so far, maybe I'll have something to show soon!
Hey man this is looking fantastic. I know you're getting a lot of flak for it being too dark but honestly, I think it has a great canvas for a game that's seen through a flashlight, with very little peripheral outside the beam; kind of Silent Hill-esque gameplay. And I'm not sure how many people have mentioned it before me but I get a real Alien movies vibe from this, which isn't a bad thing at all.
But seriously, I'm loving your vibe and looking forward to seeing more. *Subscribing
The reddish batch of screenshots reminded me of Doom 3 a bit. I'm kinda curious about your workflow for creating these environments. Seems like it would be a pain to avoid weird geometry intersections everywhere.
The reddish batch of screenshots reminded me of Doom 3 a bit. I'm kinda curious about your workflow for creating these environments. Seems like it would be a pain to avoid weird geometry intersections everywhere.
Procedural geometry for the win! Unity makes it really easy, just write a short script, run it, and then you have a massive block of perfectly placed hexagons. I then chip away at it until its what I want.
Are there two colors for a reason? Or are they just like that because you like the colors? Because if so - maybe it's a cool idea to start the game with a hue slider so every player can kind of customize it.
Very pretty as usual but I can't really tell the difference between the updates. Been nagging about this before but I really want to see more of the game itself. Kinda hard to crit your environment when we don't have any specific examples of how the player will interact with it or vice versa.
Hehe, that is like saying that zombie games show too much dead flesh these days :poly121:
You feel uneasy when you know that there's a danger out there you can't detect (evolution?), darkness is one way, but grunge etc. which confuses the eye and make it hard to spot anything at all , is an important part too.
The new blue looks much more balanced. The whites gives some nice variation. Seems like things are more visible but the scene still feels as dark as it should be.
Pretty happy with the sanctuary hub areas, so I'm trying something new for the rest:
Oh yes, and thanks to Beast's Directional Lightmaps, Unity 4 and a few optimisations of my own, I'm now pushing 200+ FPS rendering an entire map at 1080p on a Radeon 8750 (Upper-mid Range Card).
Pretty happy with the sanctuary hub areas, so I'm trying something new for the rest:
Oh yes, and thanks to Beast's Directional Lightmaps, Unity 4 and a few optimisations of my own, I'm now pushing 200+ FPS rendering an entire map at 1080p on a Radeon 8750 (Upper-mid Range Card).
I love the dark blue areas. But, is it bad if your horror environment actually makes me feel peaceful? At the moment I would love to be there. It’s probably just me and the fact it’s snowing outside right now. I’m sure having monsters running around and stuff with spooky sounds will help.
I can imagine it seeming calm, but the lighting changing colour in these screenshots gives me a sense of chaos and urgency, which is also aided by the strangeness of the environment.
Yeah I think with the direction you've been going lately I'm getting more of a TRON vibe than sci-fi horror. But I guess if the neon lights are used sparingly, and a lot of the rest is in darkness, then it could work. I remember similar tactics were used in some levels of DOOM, where you would get the occasional brightly lit areas mixed with very dark. That worked well.
Just a note that I'm totally looking for modeller to collaborate with on AEON (As you can see, the modular environment props I've built are pretty basic, I'm more of environment designer type), if anyone is interested, just email me at: orihaus[at]gmail[dot]com.
I'd reveal more about the game, but I'm not entirely sure what people want to know. 'Gameplay' right now can't be shown as it's mostly in a conceptual stage beyond basic movement kinaesthetics. Expect something like Amnesia, but without the puzzles - though, even this is liable to change."
This black with one color scheme is very interesting. I like a lot the fact that the light reveals the shapes more than the diffuse color. Still I am looking at your pictures on my brighter screen and I can barely see anything more than the neons light on my other screen.
Those last two pictures are looking fantastic, still dark yet feels more readable then the older screens. I also reckon it looks better in motion then in stills.
Heavily updated main shader with BRDF specular and the like. You can find it here: http://pastebin.com/Siqiwp1Q.
Also started working with new models built by Polycount resident: Disting!
Still colouring the areas in the last few screenshots.
-You don't care about survival do you? I read you and I see only one thing: Fear. Fear that this will never end, this cycle of death and rebirth, of lifeless immortality-
Once again I'm sold on the style. Hate to say "can't wait" but I can't wait to see what will become of the gameplay. Looks like the environment is perfectly fit for a lot of complex puzzles, that perhaps has a deadly outcome if unsolved.
Replies
The blue looked a lot colder, like a forboding, oppressive structure you have to enter.
With orange, it looks kind of like an awesome space station, hard to even recognise water.
How do you get your screenshots from Unity?
Coded up a script that generates Giant's Causeway style terrain... in half an hour. Sometimes, Unity is brilliant like that.
The environment will be the main means of telling the story. It will be both your enemy and your ally.
Also, half of all good game environments is the sound, and that is being worked on by: http://soundcloud.com/lhasamencur. Sounding really good so far, maybe I'll have something to show soon!
But seriously, I'm loving your vibe and looking forward to seeing more. *Subscribing
What would I do without hexagons...
The reddish batch of screenshots reminded me of Doom 3 a bit. I'm kinda curious about your workflow for creating these environments. Seems like it would be a pain to avoid weird geometry intersections everywhere.
Procedural geometry for the win! Unity makes it really easy, just write a short script, run it, and then you have a massive block of perfectly placed hexagons. I then chip away at it until its what I want.
[ame="http://www.youtube.com/watch?v=6nRN7jLptv4&feature=plcp"]AEON - Glimpse 4 - YouTube[/ame]
Also, screenshots!
Hehe, that is like saying that zombie games show too much dead flesh these days :poly121:
You feel uneasy when you know that there's a danger out there you can't detect (evolution?), darkness is one way, but grunge etc. which confuses the eye and make it hard to spot anything at all , is an important part too.
Oh yes, and thanks to Beast's Directional Lightmaps, Unity 4 and a few optimisations of my own, I'm now pushing 200+ FPS rendering an entire map at 1080p on a Radeon 8750 (Upper-mid Range Card).
Do you mean 7750? 8750 doesn't exist.
But, is it bad if your horror environment actually makes me feel peaceful? At the moment I would love to be there.
It’s probably just me and the fact it’s snowing outside right now. I’m sure having monsters running around and stuff with spooky sounds will help.
And crossposting from TIGSource:
"@Pixhead and the rest,
I'd reveal more about the game, but I'm not entirely sure what people want to know. 'Gameplay' right now can't be shown as it's mostly in a conceptual stage beyond basic movement kinaesthetics. Expect something like Amnesia, but without the puzzles - though, even this is liable to change."
[ame="http://www.youtube.com/watch?v=uXvW972NMto"]AEON - Glimpse 5 - YouTube[/ame]
This has certainly been an awesome project to watch thus far. Keep it up!
Upgraded main shader with a little specular trick used on the ships in EVE Online: https://twitter.com/Orihaus/status/290789863563874305
Keep it up.
Also started working with new models built by Polycount resident: Disting!
Still colouring the areas in the last few screenshots.
-You don't care about survival do you? I read you and I see only one thing: Fear. Fear that this will never end, this cycle of death and rebirth, of lifeless immortality-
B]Promotion Feed[/B Teaser Trailer: [ame="http://www.youtube.com/watch?v=JaH0LCHbI90"]AEON - Teaser 1 - YouTube[/ame]