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fault2b Quickie update - Underwater VIP Room

Vilserio folks

A quick and dirty update today—we’ve got the underwater “VIP” room almost fully operational, complete with all the lighting effects we envisioned.

Take a look! Volumetric lighting with 2D characters in a 3D world! I know I sound like a broken record, but it’s a big deal to me that we’ve managed to create what I’d call a “beautifully lit” environment. It’s almost never straightforward for us, especially since Ritona and the rest of the characters are flat 2D art. It’s basically impossible to light them with depth. We were able to achieve this, in part, by placing a ton of light probes in the right spots so she never becomes completely pitch black, even when the lights are behind her.

There are two key differences that set this room apart from the other maps we’ve created so far:

 1. The lighting design requires a different mindset since the entire room is primarily backlit.

 2. There’s a massive sea view visible through the window, like an aquarium.

We’re still fine-tuning number 2. The mirk and density of the water refracting light when it passes though needs to be more consistent and more importantly, noticeable, but for now, it’s good enough, especially with LA Comicon just around the corner.

Check out the light probes behind the scenes, they look pretty nuts:

Like a weird disco from another dimension. And this turns into...

 

This. Magic.

Do you guys remember this room?? It use to look like this:

 

There really wasn't much of a “room” because it was more conceptual since we were only going to depict it in the context of a visual novel. Never in a couple of years or so did we dream of rendering the entire environment in 3D.

Can’t wait for you guys to walk around in the environment and play with the Comicon Demo. Hope to talk to you all soon.

-Munisix

Comments

Love it!

Lord English

No worries, I care way too much to let it be subpar. It’ll be our first time tackling spatial and reactive audio but we’ll do our best we can, you have my word.

ALICE IN DISSONANCE

Glad to hear that sound design will be treated seriously, for games like these it can really completely change the immersion in my opinion

Voidkravter

The sound is just me adding it in post on an NLE for the video, it's not in game yet. Sound design is an entirely different thing we need to spend more time on before release, it'll be a whole ordeal. Thanks for the feedback though. 👍

ALICE IN DISSONANCE

that ambient sound really makes me feel like im in a small pressurized space, kinda scary actually. I like it. Edit: got my headphones out and listened a bit more closely. Just as a matter of personal opinion: the "organic water movement" sound, sounds more like a mic on the surface that gets periodically submerged or someone swimming. hence in my head doesnt fit perfectly into the sound stage. Again, personally, more of a bubbeling sound, and sounds of materials relieveing pressure or those "metal sounds" people know from metal under tension or expanding with thermal expansion. Would be more fitting for the deep sea vibes. Still beautifully done. And sorry if i sound a bit hypercritical, not the intention, just want to put some thoughts out there.

Voidkravter

Well you guys have been waiting... quite patiently. Thank you for that, we hope to keep the updates more frequently.

ALICE IN DISSONANCE

Glad to see the progress. When i see you're progressing little by little, it gives me more motivation despite slowly progressing on my project myself. We want to see more. :)

Julien Prat

what have we done to deserve more update and more progress? God, I can’t wait to see what this game becomes

Tootall_21


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