I'm doing any early blog post this week since we're going to PAX South tomorrow through Sunday!
Issam started the week by finishing off some of the lighting work he's been doing. Currently the whole game has ambient lighting, so he made a system where I can add vertex color information to models to change the intensity of the ambient light. (We want the fire casting light to become a puzzle element, which only works if we can have areas that are totally dark).
We also played around a little with the new point lights and realized they could work pretty effectively as bounce lighting:
The rest of the week he's been working on re-making fire based on my prototypes. I think by next week we'll be able to start testing it in some puzzles! One thing we're adding is that fire will burn out in a second or two if it's not on a 'fuel source' like the initial fire spawner, or maybe wood or leaves (only with color!)
I started to work a little bit on some possible directions for effects. When I was working on the tiered fountain, I modeled some water ripples - which made me realize that I needed to start thinking about how some of that stuff might actually work. :)
I did this test, which I think looks a little too much like jello... but it's a start. (This is just in Max)
Also I worked a bit on the fire model. I want to try adding some bones and seeing what I can do with skinned animation - we'll see what happens!
I spent the last couple of days starting to think about the art direction of the levels set in the frog temple. There's a color-changing frog called the White's Tree Frog which hails from Australia, so I want the temple to be shaped after aboriginal art and architecture. This is what I have so far.
Here's Miles um... inside the blinds.