Jun 4, 2011

Concepts introduced for the Adventure Episode



Here is a quick video and breakdown of systems I put in that will hopefully be used in any future campaigns I make. For sure they will debut in this 1 month adventure episode.

I recommend using 720p on youtube and make the screen full to see what is actually going on.

The video

Things to see in the video:
  • Infinity style floating text descriptions on ALL click placeables that have descriptions
  • Custom parka hood (hehe not that big of a deal)
  • Non standard room sizes - check out the inn carefully. Rooms and halls are tight, small and in rectangular, cube, or whatever size and shape I want.
  • Temporary black roof vfxs: note how despite using placeables for non standard room sizes, I can still conceal the contents of the room until the door opens using a black vfx and a destroy nearest black vfx on the room's door scripts. The engine will only hide the contents of the standard rooms.
I find these systems go a great deal toward the more artistic and immersive infinity style that I like. Text descriptions don't open in a window which blocks everything and generally forces you to stop and read rather than read while you continue to observe/play. Also having interiors that don't as much resemble lego land has been great. Being able to tuck little rooms into narrow dark halls seems much more realistic and cluttered. As in real life.


I included pics of the early morning view of parts of the town. I really like how the sun hits it at this time of day, almost gives it a Dragon Age style of realism, with lower res but I think the snow hides it well.