Oblivion

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angkor

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Still working hard on AKE V9.3.
In this vid I'm "done" with a new section for the Nayada Ayleid on Mount Mor'Moth and I'm having a look at it all in the editor.
Of course there's a big difference with how this looks in game but I think most of it "might work".
Making exploration interesting there are many doors leading to different rooms, you can stick to the cave or go deeper in the Ayleid and where ever you are, there's always a new room you haven't seen yet :)
At about 13:30 you see me using a floor plane in an "unintended" way, it is an example of what I call "frontlining" where you use "defects" in the meshes to make an effect no - experienced - player expects. I think most players will notice this only subconsciously and it should generate some confusing without the player knowing why ...
In this vid you also see that all rooms are rather bright ...
The idea here is that if I enter an unknown dark place I usually switch to nighteye which washes away all beautiful lighting effects in that place so to prevent this from happening I made all rooms "bright" but I also gave them all a "thick fog" that prevents you from seeing too far around.

Music enjoyed were some Nocturnals from John Field ..

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