Schein is possibly the trickiest platformer you will play all year. Rise to the challenge! In this game light is the key to everything: Defeat deadly beasts, solve tricky puzzles and uncover hidden paths through the murky swamp. Wandering aimlessly through a dangerous swamp, you rely on the help of a little will-o'-the-wisp to light up your surroundings. Discover new elements of the world in the Irrlicht's colorful light, and find a way to overcome the obstacles you face, solve puzzles, and defeat your foes. The story, which unravels through emotional dialogs between the main protagonist and the witty Irrlicht, tells of a desperate young man, who ventures forth into the mystical swamp in search of his missing son.

Report article RSS Feed Sampling Rain and falling Pixels

After crea­ting the water, the land and the living things, some­thing still seemed to be mis­sing in our murky swamp. We talk about it every day — mostly to stran­gers, but still it wasn’t obvious to us... Our Engine Programmer finally discovered the problem and has implemented it for us, once again bringing the world of Schein one step closer to completion.

Posted by ZeppelinStudio on Feb 26th, 2013

Posted in Engine Programming | Feb 26, 2013 | by Phil­ipp Schä­fer

Lately I’ve mainly been working on some secret “engine-endgame/-story stuff” (bos­ses, effects). I don’t want to reveal any spoi­lers or bore you to death with company-founding stuff howe­ver, so here are some things I did which are worth tel­ling…

Wea­t­her
I star­ted to add a small wea­t­her sys­tem to the game, which allows us to make it rain or even start a thun­der­storm in our dark environ­ment. The rain­drops are rea­li­zed with our par­ti­cle sys­tem and to simu­late motion blur they are drawn as lines. The dar­k­ness is imple­men­ted as a con­stant which has effect on our back­ground shader and the fluid fore­ground. The light­ning makes use of the same shader con­stant and algo­rithm, only with oppo­site effect. It is cal­cu­la­ted using two phase shif­ted sinus func­tions and a tan­gent func­tion (for the hard cut).

The wea­t­her will have dif­fe­rent pro­per­ties in each level to enhance the fee­ling of a large and diverse world. It will also fea­ture func­tions to create the right mood during our story parts and boss fights.


Anti-Aliasing
We had some ugly visual effects that were cau­sed by mul­tisam­pling, so for a long time we deve­l­o­ped on com­ple­tely wit­hout it. I am happy to announce that the sam­pling is up and run­ning again, so you won’t need to miss it in the next Dev-Demo update.
I also stum­bled over some papers dea­ling full­screen anti alia­sing – if you’d like to see it imple­men­ted, just leave me a com­ment and I will raise its prio­rity.

Post scrip­tum
Because my blog post tur­ned out to be kind of short this time… let’s end it with some shader bugs I cap­tu­red while crea­ting the red light effect.


Post a Comment
click to sign in

You are not logged in, your comment will be anonymous unless you join the community today (totally free - or sign in with your social account on the right) which we encourage all contributors to do.

2000 characters limit; HTML formatting and smileys are not supported - text only

Icon
Schein
Platform
Windows
Developer & Publisher
Zeppelin Studio
Engine
Custom Built
Contact
Send Message
Official Page
Scheingame.com
Release Date
Released Jul 13, 2014
Game Watch
Track this game
News
Browse
News
Report Abuse
Report article
Related Games
Schein
Schein Indie Single Player Platformer
Related Engines
Custom Built
Custom Built Commercial Released Sep 1, 2007