This is an extra ambient occlusion pass.
The normal pass gives a soft occlusion effect, with scattered shadows.
This extra pass uses SSAO with less scatter to give more definition to the shapes.
The video shows a exagerated value of 20 to make the effect noticeable. Good values are 2 or 3. Will be configurable in the graphics menu.
Monday, September 26, 2016
This is another example of the interaction with bots. The bots can follow you (or to others bots) and talk.
In the first part of the video, a merchant offers to you his products. Then this actions modifies the dialog when you want to talk with him later.
In the second part of the video, a bot talks with your companion (another bot). The action links to another one when the dialog is finished, the companion talks to to the player about the recent event.
Actions, dialogs and post-dialogs can be linked easily to get complex interactions.
This video uses synthetics voices, as it's only a demo.
Sunday, September 25, 2016
These bots are talking to each other. They alternate phrases that may include gestures.
Everything is controlled by code, so the dialogues are dynamic.
No voices or dialogs (only blah blah) in this video, this is only a test. But this couple seems to have problems. She does not believe in the anunnakis, and he is a mercenary.
House model by gaz661.
Table and seat models by Srak.
Sunday, September 4, 2016
Saturday, August 13, 2016
This fog is dynamically created around the player. It's using the same script that trees, so the entire map can be filled without aditional performance costs.
Density can vary and my intention is to place it only at certain hours (from 5:00 a.m. to 8:00 a.m., for example), and in some places during all the day.