Continuing to learn more than I thought that I wanted to about shaders! My initial concept of being able to just throw 5 images into walls for each room isn't going to be as simple as I had first thought. I suppose that it could be, but it looks cooler with some normalmap, metallic, roughness and emission textures. It is only complicated for me because I can't use Godot's built-in material stuff if I'm doing custom shaders to make holes in the walls. So I anticipate that I'll be spending a lot of time on the level design anyway! For now I'm looking at some stock photos of school classrooms and using Gimp to just cut out different pieces that I think will look cool in the game to make a room. I'll need to do some modeling for props like desks and stuff at some point. I also added zooming with the mouse wheel so that I could get a better look at things. The challenge for the last few days has been lighting. My shader is not behaving as expected with lights in neighboring rooms bleeding through the walls. For now I've solved this by just not having lights in each room and instead moving a single light that follows the camera position:
With the walls currently having no thickness, I think that I'll add some brick to the camera facing wall around the edges so it looks less like paper thin walls. I don't have any plans on designing the outside of the building, so I'll need to limit the camera movement to prevent anyone from going too far left or right and seeing the untextured outside of the building. Maybe I'll also add a background soon that you'll be able to see through the windows. I'll add the bus loop with some school bus models eventually as the end goal for each level.
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