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.
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…
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.
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.
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.