Vault Dweller said:
GhanBuriGhan said:
However, I feel the graphics somehow fail to transport atmosphere, something which is less due to technical aspects but with how the whole thing comes together - there is a certain cleanness and brightness to the screens that to me seems somewhat at odds with the world and settings you describe.
What would you suggest? As detailed as possible, please.
OK, I'll try to suggest things that I think might be within the reach of your engine, from what I picked up in the discussion so far, but much of this may be too much work or not possible with your engine. So it's really just a selection of ideas, roughly in order of importance:
- More variation in textures (especially in Walls / Floors) with minor irregularities, dirt, cracks, spots, discoloration. It should look older, more used, a little run down. A few places maybe not, create contrast.
- If possible, some kind of indoor lighting / shadowing, to create more dramatic interiors. Some dark light contrast. Chiaroscuro. Something simple like discussed by EvoG elsewhere would do.
- Slightly more clutter, especially outdoors (debris, rubble, broken boxes, tools, etc.). If you can do decals, those could go a long way for dirt smudges, spiderwebs, blood stains, the works.
- Use ambient sound to supplement visuals (something I can't judge from the screens, but IMHO the sound and music are at least as important as the visuals). I'd imagine you'd want lost of whistling wind, distant noise of human activity, etc.
- Slightly lower overall light level (or variable light level to suggest weather changes?). Plus a little more color saturation.
- Some animated models / textures: buzzing flies, blowing dirt, flowing fountains, scuttling mice. Good idle animations for your NPC's. This can distract from plain textures and enliven the scene.