Hi, I was recently talking to my half brother and he inspired me to start work on a horror suvival game, but the big problem I know I'll have is: atmosphere!
If there is something that is rewuired in a horror game it is atmosphere... And I can't even do shadows (I have the swift shadow engine, but I really need something that has distance and scale features... if NEone knows of this kind of engine or code... please direct me) so I ended up just saying I'll try and remake a "silent hill 1" kind of vertez lighting engine... I asked my half bro if he thought I could make a crepy game with an engine like that (he's a big horror fan and kinda an expert) and he said it could work... then he asked me about "fog at night"...
How would I pull off realistic fog at night?
I was thinking of creating a few spheres and maing them children to the camera... all different sizes... shoving an animated "errie fog" texture on them, making them transparent and if the flashlight lights the vertex's I figured it would sorta look a bit "volumetric"... would this work? Keep in mind the game is very dark... and has few light sources... Any hints or tips? Thanx for any help anyone can give.
If there is something that is rewuired in a horror game it is atmosphere... And I can't even do shadows (I have the swift shadow engine, but I really need something that has distance and scale features... if NEone knows of this kind of engine or code... please direct me) so I ended up just saying I'll try and remake a "silent hill 1" kind of vertez lighting engine... I asked my half bro if he thought I could make a crepy game with an engine like that (he's a big horror fan and kinda an expert) and he said it could work... then he asked me about "fog at night"...
How would I pull off realistic fog at night?
I was thinking of creating a few spheres and maing them children to the camera... all different sizes... shoving an animated "errie fog" texture on them, making them transparent and if the flashlight lights the vertex's I figured it would sorta look a bit "volumetric"... would this work? Keep in mind the game is very dark... and has few light sources... Any hints or tips? Thanx for any help anyone can give.