Much of the level has this peeling, scratched paint look. However, looking at some of the nicer texture sets really illustrate some of what I’m doing wrong in Saucer. Look, we already have Alien Arena and Xonotic, and quite a few other FPS games using PhillipK’s textures, and to me we have enough similarity going on there. Now I 100% am not going to go the route of using a canned texture set for Saucer. I spent a few days looking at some other games, and some older ones, as well as some really great texture sets, like PhillipK’s stuff. Some things kinda got re-used, some techniques got overused, and some of it was just not really seeing the forest for the trees. A lot has to do, as I previously mentioned, with creating a ton of assets from scratch all at once. The third, Saucer, is kind of an eye-cancer mess. Two of the levels, IMO, are pretty great in their look, though the layouts are incomplete. I also made the changes to the weapon skins and I really like how the game feels visually in that regard. That really gave me a nice sense of accomplishment. ![]() It affected both aim and movement (though the movement was insignificant to notice). This was an issue with the view vector and how I was calculating it. ![]() A long-standing bug which had me stumped for a bit has been solved.
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