General blogging about gamedev and maybe some tutorials. Blog by Bishop Myers: programmer, writer, and cat-herder of Project BC. Currently slaving away on Vacant Sky Awakening.Ask me anything
- Bishop Myers: Kate, we have a huge problem. We have a beautiful skin shader and nobody to show it off on! The humanity!
- Kate(felicitousArtisan): HAHAHAHAHA
- Kate(felicitousArtisan): don't worry, we can redesign Dakura for part 2
- Kate(felicitousArtisan): http://gyazo.com/ace997f4e1d20d5b4cc3911e789de03b
- Bishop Myers: OH MY GOD
- Bishop Myers: perfect.
- Bishop Myers: He strikes fear into the hearts of many.
- Kate(felicitousArtisan): and captures their hearts for eternity
Vacant Sky Act II crashed in my face :’D
oh well, my battle choices weren’t very good in that warehouse, so starting that over isn’t too dramatic.
Oh no! Sorry! :( None of our testers crashed there. Sorry you had a problem!
You might have run into the Stormpike death bug. I’m afraid that using Rayonne’s Stormpike ability (which you can pick up there, if I recall correctly) can crash the game. That’s the only crash I’m aware of.
That it wasn’t found in testing is a testament to how many people use Rayonne…
IF YOU HAD ROOM WITH ABSOLUTELY NOTHING IN IT AND THE WALLS CEILING AND FLOOR WERE MADE OF MIRROR WHAT WOULD IT LOOK LIKE IN THE MIRRORS
Holy shit I asked my dad who’s a physics teacher and he just looked at me, looked at the table, looked at me, tried not to smile, looked angry, and started to look up where you can buy big mirrors.
Oh, oh! I can answer this one.
It would look like…
Absolutely nothing. If there was “absolutely nothing” in the room, then there wouldn’t be anything for the mirrors to reflect.
In fact, (and the reason I took up this question on my gamedev blog) I can illustrate this by putting to work a physically-accurate 3D renderer. I’ll illustrate my setup:
What we have here is a cube with inverted normals (inverted so that it still renders when we’re viewing it from within). I’ll move the camera to the interior of the cube when we render the image.
Here is the material we’ll be applying to the cube:
A reflectivity value of almost white (but not exactly, since a mirror isn’t perfectly reflective. Even if it were, it wouldn’t change the result). The diffuse color of the mirror is a dull gray.
Now we apply this material to the cube so that all of the faces will be almost perfectly reflective. Let’s turn up the render settings and see what we get…
"That can’t be right!"
Well, you specified that there was “absolutely nothing” in it. Perhaps you really meant “absolutely nothing except some ambient light?”
Okay, so let’s try adding some ambient light:
Still nothing! Although you can see a bit of the diffuse color of the mirror, as well as some ambient occlusion where the walls come together.
Fundamentally, with nothing to reflect, a mirror just doesn’t look very interesting. Sorry to burst your bubble!
Yay! Looks like we probably won since voting is over and we’re at #1 for votes.
….But officially we haven’t been announced as winners and won’t be for a month which makes me a little nervous :(
Thank you so much for voting for our game, people! It’s really awesome of you to have taken the time to play it, vote and give us useful feedback!
"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away"
I always remember the first time I heard that quote, I was playing Civ 4, and I just stopped and thought, “that is the best thing about design I have ever heard.”
And yet, Games Designers constantly ignore this gem of wisdom, cramming in extra mechanics and bits that they’ll never be able to finish, building systems on top of older mechanics and established game ideas unquestioningly as a lazy shortcut. It is a real pet hate of mine, and it’s the reason I will argue until my dying day that Final Fantasy 13 is a much better game than a lot of people give it credit for and its ancestor, FF6, is…overrated (dun dun duuun unpopular opinion!).