Thx for the feedback, I really appreciate people taking the time.
minmay wrote:Looks very good to me, except that the lighting on your large rock arch is messed up. Very visible in this screenshot where it intersects with the wall:
This has been reduced greatly across all models in the new build.
Mal85 wrote:Only one thing struck me as odd looking and that is the little shrubs on the scenic hill bits
Agree, they have been replaced.
THOM wrote:... and the backgroundmountains are definitly not for getting close to them (textures are too much upscaled).
The have been offset further away in the new build.
Drakkan wrote:
- does the snow support elevation (different levels) somehow, or it is for "flat" levels only ? Some snowy walls for it could be nice. the same for snow ladders.
You mean like this ? the plan is to include a new ladder also (rope ladder).
Drakkan wrote:- What about these amazing autumn trees in screens ? could be nice for some transitions.
They are included, didn't place them in the demo, but they are there.
Drakkan wrote:- could be snowing somehow disabled (it is component of sky ?))
Snow effect is not part of the sky, they are object called sx_snow_emitter and you can use a script to fade out/in the particles, so yes
Drakkan wrote:- that freezed water is absolutely amazing. any chance that party could crack the ice and fall into frozen water ? (means I am asking if you plan also some freeze_underwater tiles to be defined)
I have an underwater tile, I did try some things like using destroy and spawning a hole in the lake, party fell through but it was ugly, and then there is the question of how do they get out since its ice above

, I'm still trying to find a nice solution to this.
Grimfan wrote: Make the frozen water (the water surface specifically) more opaque than it currently is. I didn't know it was frozen until I walked on it.
I'm having a real issue with the shaders, It seems that if I rename a material (just renaming mind you) then the water shader freaks out, I have a feeling that the material names of the texture that can go into a shader is hardcoded in some way.
As to the all the others, snowman, Ice-caves (perhaps a another tileset), frozen corpses etc. I will see how much a can cram into this.
I'm focusing on the Tileset and make it Grimrock functional (it has pits, trapdoors, receptors etc etc). Everything else is just extra if I have the time.
Thank you all for taking the time to comment. If people have anything to add I'm still taking notes
Skuggasveinn.
-edit for typos