About the scene:
Actually it started with me trying to recreate the look of PT Silent Hills in the Blender Game Engine, and also ended with that. I wanted to create a game out of it, but sadly I can´t really do that, because I think I hit the maximum of usable node materials and lamps :D. Still I think it delivers a nice atmosphere.
BRS, this is amazing and beautiful. But also pants-crappingly terrifying. I almost peed myself when that bound up guy appeared in front of the hallway. Nice work.
I couldn’t play this on my other machine so almost gave up on it. But then took it to another machine with a relatively new graphics card and OM FREAKING GOD. This is beyond amazing and very very well executed. I always wanted to play, playable teaser and the recent alison road but alas no playstation.
This is five stars, top row stuff. Obviously not an original concept but, hey. Wondering if I should stick with BGE or move to unreal engine. Really wondering if it is worth the extra effort learning unreal engine.
I’d remove or edit the youtube video, it is kind of a spoiler but even so I jumped hard.
Also how do you pick stuff up, and is there an end?
yeah, if you could work 100% from a atlas,
and we could batch the render calls, the bge could look better then most new games without hitting the frame rate too hard.
that plus a dynamic lamp managment system
another nice one is a scene manager, that rolls through all marked objects
but not all in 1 frame, applying LOD to logic (setting states)
I second what @BluePrintRandom had suggested, plus combine the use of occluder(if you’re not already using one) should drastically help improve the game’s performance, batching can be done by parenting objects that are using same material and texture atlas with python on the fly and removing/unparent them when they’re out of view but since the game will mainly takes place indoor, that may not be necessary with python as you can parent them(static objects) before the game starts
Edit: I was mistaken that batching can be done with setParent, it can’t, I’m sorry
This is a great work, I know you probably won’t develop this further at the moment but I still think you should continue on from time to time and place it on steam eventually, you know how disappointed everyone was when Konami pulled P.T away??? It’d be awesome if you decided to fill in the void left behind :eyebrowlift2:
@nilshala, no I don’t think he used baked textures but all the filters and lighting makes it very believable. It makes me think though if the op did bake out the textures it really would be close to the type of realism seen in the alison road game. I love the way the spot lights cascade shadows up the wall.
I’ve been studying the blend file rather closely. Off topic but does unity and unreal set no such limitations with the number of texture slots, that might also be another reason to develop games outside of BGE I just don’t like the idea of programming something with c#, javascript (unity) lol
The Unity 5 standard shader is fairly limited in how you can use your textures, so you’re usually going to be forced to get creative with your texture map creation. Or you can just use Substance.
UE4 however has a node based material system, similar to the Blender cycles renderer.