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- > > Hey Magnus, I think we should put fog in the game : a totally white screen
- > > doesn't take too much time to display :-)))
- >
- > It already handles fog - slap the BASE filter colour up to 255, or drop the
- > SATURATION to about 128 and see what happens. Dropping the colour saturation
- > to 0 will make it look like Substation!
- >
- > :)
-
- Great, I always found Substation to be a much more good looking game. I love
- those grey walls when you are standing realy close to them and all the
- rooms look the same. :-)))
-
- > It also handles coloured lighting, like on the PlayStation version, but
- > there is no support for it yet, and at the moment changing the light
- > colour will change all the lights, not just one of them.
-
- Something for the Bad Mood specific format then. :-)
-
- > BTW, I developed an alpha-channeled sprite routine last month, which allows
- > you to use an 8-bit 'transparency' mask instead of a 1-bit on/off mask like
- > normal sprite routs. Basically, every pixel in the sprite can have a different
- > level of transparency from 0-31. We can use it for special effects like halos
- > on lights, explosions, weapon projectiles, smoke and all sorts of mad things.
- > I can make it scalable later on when the sprites go in...
-
- This sounds _realy_ awesome. With this we can do some realy cool effects
- making Bad Mood even better than Quake (maybe not, but better than Doom).
- :-)))
-
- Another thing we discussed a while back was the ability to leave marks on
- the walls. Like if you blast holes in the wall with your gun you can leave
- messages etc. I think some Doom clones have this feature, is it possible?
- Would be nice. :-) Another cool thing would be if you could blow a whole
- in a wall or in a door that you havn't found the key to yet. The hole would
- be irregular too to make it look better. :-)
-
- Maybe to much, but it would make Bad Mood realy great to add a lot of 'small'
- new features. :-)))
-
- //Magnus Kollberg
-
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