yush, I'm making sure gameplay is all right in a few rooms, balancing out ammo and monsters, I run through with infinite ammo and god to see how it looks first, then I run through without that stuff to test the gameplay.ggg wrote:Looking good so far. Don't forget to take gameplay into account as you build each room. The areas should be able to accomodate challenging and fun gameplay.
Submerged
- Shadelight
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This may help. For the third parameter, I think you may want either 5 or 6. 
- Shadelight
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- Shadelight
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I might try using ZTerrain, but I have no clue on how to use the thing, I even have the GUI that KillingBlair made.ferentix wrote:Looks pretty spiffyMaybe it's a matter of preference, but I'm not so fond of the infinite horizon line to fill up a background/skybox. It just looks dull and ugly. Perhaps you could use the terrain generator (zterrain) to make some underwater mountains or something? There's plenty of interesting terrain under the sea... not just mountains, but massive trenches and other formations too. So I guess that's one more suggestion for "height variations" then
And fog *would* be nice too- as far as I know, it would be very unusual (perhaps impossible) to have such perfect visibility so deep underwater.
Anyway, looks promising. Keep it up
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Pretty ^____^
Comments/Suggestions:
"Shadowlands" by Amethystium was playing while I read this thread. It's surprisingly fitting :O
The outside's still looking a bit bare. I'm not sure how skyboxes and horizon lines work, but you might want to add more terrain stuff...
Any plans on doing something different with recoil depending on whether you're firing underwater?
Comments/Suggestions:
"Shadowlands" by Amethystium was playing while I read this thread. It's surprisingly fitting :O
The outside's still looking a bit bare. I'm not sure how skyboxes and horizon lines work, but you might want to add more terrain stuff...
Any plans on doing something different with recoil depending on whether you're firing underwater?

