1. Shaders:
I was planning to dig into shaders these two weeks but many other works (the other three parts below) came in and I only had enough time to deal with lighting shaders, which is a core mechanic in this game that I really care about. In order to have gems in the hall to guide your path, you have to make the gems shine up the whole area, which is achieved by point lights, a lot of point lights. Since each gem has a point light, this kind amount of point light would kill the performance because the renderer would recalculate the whole scene for each new spot light added in if you are using a simple light shader. After searching a lot of tutorials, I found and used a prelighting renderer, which use a normal and depth shader to output these two values from the models in the scene, then use these two values as an input to draw a light map using a lot of sphere models (the number depends on how many point lights you have), and finally use the light map to draw the scene. So in this case, you don't have to do any math for lighting if your scene is not changed, which really speeds up the game a lot. I also added a blood-red fog effect into the scene, which is really easy (All you have to do is change the pixel shader, add a amount of fog color to the output color, the amount is determined by the distance of the object from the fog start point.). And this is what the game looks right now:
2. Models and Textures:
I think I don't have to address how important graphics is to 3D games, that's why I spent more than half a week fixing, adding the models and attach textures to them. I don't know if it's a Maya to 3DsMax thing, every time I load Nathan's model into 3DsMax, all the normals of the polys are really messed up, which takes a lot of time to fix. And in order to add more castle feelings to the scene, I added a throne and a bunch of banners in. I also changed the sword model since the last one was too simple and copy-paste a few half walls Nathan made (to form a maze) between the pillars according to the design we had originally in a few sections to make the game a little bit more challenging.
But the hard part is texturing. In order to have a dark-medieval theme, you have to be really careful to choose the textures. It can't be to bright or it will destroy the feeling, but it also can't be too dark cause it will reduce the dignified bearing of the throne hall when it's hard to see which will also make the game hard to play. This kind of textures are hard to find on the internet and I'm really not good at making fancy textures myself. Tiling has also become a issue cause many ploys have irregular shapes and they make textures looking really bad.
(to be continued...)






