algumacoisaqq
Newbie
Posts: 3
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« Reply #2 on: August 22, 2011, 06:06:41 PM » |
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Oh, sorry, I forgot about all that MC Clone hate thing, this probably made the comparison to minecraft more rude than it should. However, I would suggest that you ignore these people, there isn't really anything you can do to make them realize they are wrong. To be honest, I wish I could make one myself, but I haven't been able to write a single line of code yet.
Don't get me wrong, I loved the concept, and I look forward to see where this is going. I Especially like the distance you are taking from the extra-blocky aproach - the new trees look a lot cooler, by far. The way you make use of different blocks besides the square ones is pretty cool, and it has a huge potential you know. The blue print editor was also a great implementation. This actually makes me wonder of you have the possibility of not using blocks for the terrain at all - since you already have the resources to do it, you could have some sort of 3D tiling system going on. I tried to implement one once, it was so complicated I couldn't even calculate how many 3D shapes I would need to make one =)
But the reason why I made the comparison is because technically, your game was already supposed to look better, since you have a lot more technology going on, better textures, etc. However, something just doesn't feel right, and it makes me wonder what it is. The reason why I bring the light into question is because how important light is to the graphics of a game, and I think that currently that is the problem you are having.
I've just gone to both games and did some testings. I don't know why, but there are some instances in your game where two faces of the same block will have the exact same light value, and this will make them look like exactly the same (in color values). This effect will kill the feeling of 3D in the game. Now, I did some testing in minecraft and noticed that no matter what settings I used (fancy or fast; daylight or torches or complete darkness inside caves; smooth lightning of face lightning), the 6 faces of the same cube would always, always have different colors, even if the change was subtle. I don't know why this happens or how he did it, but I bet that in any 3D game you have, you won't find instances of two cube faces with different normals having the same light value - this might be the source of this "there is something wrong and I don't know why" feeling that I have. Actually, this means I was wrong earlier, the problem isn't the smooth light, it is something else I have no idea what it is.
On the brightness and shine of the sun you are right, most of the time it feels nice. (also, I checked, and only the sun light was in place). I just made a marble tower, and it was really shinning in the sunlight - since it is marble, it looked really cool. The problem is actually the sand, I think, it has the same shine of the marble block, while they are two separate materials. But this means it is a texture problem, not an engine problem, so once you get some texture artists it will look good, I think. The other problem of the sand, of course, is that we are not used to sand cubes in the real world, when we see a virtual one, even if the shininess of the sand is right, it will look different. However, I would note that the greatest offender of the shine is by far the sand, every thing else looks ok.
Another thing I would add is a possibility of turning Fog off. Right now, I think it would look better without it, IMO.
Also, it makes me wonder, how much time did it take you to get this far? I mean, you have a lot going on already, that is pretty impressive work. Haven't tried multiplayer yet, but considering the possibilities of half blocks you have, it seems very interesting you managed to get multiplayer working at all. Good luck with the project!
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