Well I managed to get texture over texture
implemented into the game.
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Heres a split screen sample with scanline and normal views spliced together and the textures with their overlays.
Prior to that I began to setup a texture library system. The system would store locations of the raw texture file as well as information on its catagory (floor/cieling, wall or overlay) and type. Now the type part matters for several things, both how the tile is compiled in the engine. For example, a texture set as metal will not only set the foot stepping noise to be for 'metal', it will also produce a flatter tile where as a 'earth' type tile will bulge in the middle more and 'mud' would sink in the middle as well as slow you down when you move.
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This clip of the texture adding part of my game's editor lists the possible types a texture can be. With the map being compiled prior to gameplay(and then precompiled in future) special qwirks of textures can create more variety in a sort of simplisitic 3d enviroment.
Also needing to be -started- is models for the game. I'm not sure how I will do them yet, mostly because I want to keep them consistant with the level's shading style. Like a barrel would have its bottom vertexs set to a dark gray to create fake shading much like I've done for my floor/cieling/wall tiles.
Monsters and NPCs will still be 2d, but I've yet to nail down a proper style for them, mostly from lack of time in general.
:O OH SHI-, no need to say more.
Very nice. The screens remind me of Thief ;)
*looks at screenshot and dies*