Quote: "I will mate. And if you are intending to make the environments even more lively, I would recommend that you grab the base shaders by bond1 from the Facebook FPSC Group/Community"
I do already have them. To suit my own artistic vision, I don't give most of my objects shaders. I personally feel that not everything should shimmer with a glow. I've been that way the whole time with FPSC. The only time I really use a shader to simulate reflective light is when I have metallic objects in my scene.
Quote: "And furthermore, you can turn on bloom. Plus, you can use doors that are like about 2 segments in height if you want to have a bit of Dishonored feel into it, unless you are thinking of not to."
I do have bloom turned on though I've masked it the lightning placement. I modified the shader file as well so the glow isn't so heavy. Once again, these choices were all toward the design goal.
The door ways are a good idea but I'm going to try and keep a claustrophobic build style for the majority of the game. I could possibly do it for doors leading outside; we will see.
Quote: "i love the scenery, and the blue skybox out the windws does such a nice job to contrast the warm earthy hues of the interior and the lighting, and also compliment the gray brick walls."
Thanks for noticing Bugsy. Admittedly however I had not put that much thought into it. My game design is sort of loose-canon in a sense where I try new things to see how well it will look when tying different elements together.
I appreciate the feedback from all!
The Birds - A narrated adventure.