Very glad to hear that! I figured that in a death labyrinth where game overs are going to happen extremely frequently, it’s important for death itself to feel like a satisfying punctuation mark on a good run rather than a disciplinary measure.
So first off I further improved the rocket trails. They look more voluminous and taper their colours more nicely now, yet use half the particles compared to before!
I added muzzle flashes to the runner’s rocket launcher. I put this off until late in development because it seemed like an extraneous feature, but I was surprised how much it affected control “responsiveness”. Don’t underestimate the amount of feedback that visual effects can give your players!
I added some barely noticeable heat ripples to the explosions and heat/smoke to the gun, because why not it’s not like I have major gameplay elements still missing
I took a second look at the traffic particles and made them both more efficient and more consistent with my visual style. The fresnel highlights do a good job of making them look lit when they’re not, and the sickly palette + lack of windows makes them way more intimidating.
I remembered that the skyscraper material was written back when I was just learning the editor and was a complete mess. I’ve totally refactored it and added some new features at the same time. For starters, the solar panels now use iterative parallax mapping:
They’re also set up to add scalable detail to the large hexes through a parameter:
A requirement of adding the parallax mapping was to not let the artifacts get in the way of the aesthetics, especially since roofs will be viewed up close and at oblique angles quite frequently. The answer here was to integrate the artifacts into the aesthetic, and try to make the “pancaking” inherent to the method look like a deliberate visual feature:
The completely non-tessellated grooves look surprisingly deep for a method with no self-shadowing or occlusion.
The walls were much trickier. Here’s a bunch of failed attempts that made for appealing screenshots, but were ugly/distracting during real gameplay:
I stumbled on a couple gems though. For one I found that a really sleek, reflective window pattern looked decent in motion:
That’s just a mockup but it’s given me a bunch of ideas for future texture randomization.
I also had this weird fractal-esque parallax artifact happen once when the height offset values were set way too high:
Those grids in the back would twist and shift from certain viewing angles, then line up with mathematical precision from others. This gave me the light bulb moment that I needed for the menu designs, and I hope to show you the fruits of that soon.
The look I settled on allows for quick silhouette acquisition during fast gameplay, dramatic light gleaming at oblique angles, and avoidance of texture swimming artifacts by means of a scratch layer that lerps in at close ranges. The scratches remain somewhat present at a distance as well, further implying a sense of surface to the glass and depth to the metal underneath.
It’s hard to tell in static shots but the bars subtly parallax beneath the glass in 2 layers. Also seen in that last shot: The lowest level of hex detailing for the solar panels.
Next on the todo list is giving the shooter drones their particle effects, adding the propaganda randomizer, and working on the menus.