This will likely be my parting shot at FPSC where I will use everything I have discovered, all the little tricks I learned over the years using FPSC Classic.
For those who remember the original Dark House it was a single level Tech Demo to show how I had developed an interactive system. There were other level designs I had completed for it but never had the time to build them in and for me it was enough to simply demonstrate the interactive technique.
It was far from perfect in level design, which is unusual for me as I have always been mostly concerned with environment and the Artistic side was something I ignored, simply concentrating on a way of immersing the player further into the game.
FPSC has come a long way with many new features being introduced and I intend to use many of these in this new version. There are also some older features which I now realise I didn't have a complete grasp of at the time and have improved on for this.
Environment:
All texture resolutions have been increased and a lot more work has gone into creating textures which have a touch more realism to them. Model creation and placement in scene will make a lot more sense as regards the real world environment, although I still retain the right to a little Artistic license where I can add some imaginative fantasy to scenes.
Interactive system:
I have tightened up the way this works and now it works flawlessly with the player weapon auto swapped out for the interactive hand when nearby anything that can be used such as door handles etc.
Dynamic Shadows:
Those who remember the Shadow Room will know that I used Bond1's Atlas walk shader to create a faked dynamic light which swung from the ceiling, flooding light back and forth across the room. I have dug deeper into this shader and introduced an alpha layer which allows for any size texture which is overlapped with the animated shadows. This improves both performance and appearance immensely.
It surprised me how well this works and how good it looks. Expect more scenes using this with realistic shadows and light reflections.
Video Textures:
I will be using video textures for some characters....but not in the way you think. This idea is still on the drawing board but no reason it wont work and will scare your pants off.
Baked textures:
As usual I will be creating and lighting entire scenes in modeler and using these instead of basic FPSC lighting. This time however I intend to ramp up on Global Illumination etc to create a more realistic appearance.
Having said all this the game will only be around 3-4 levels but you can expect it to be quality over quantity. I have no storyline, it is an environmental experience. Regard it as a Haunted House walkthrough with a few shocks and puzzles to solve to reach the end in one piece
Comments and crit are welcome.