lin_net: pixel art of a Honey Shroom from Paper Mario (Default)
Where the heck does air come from? Science does not yet know.

... at least in Creatures. I wanted to add a page for Air to the wiki, because that seems like a reasonable, straightforward thing to add, but evidently not because these games are somehow still so poorly documented. I need to sleep, but what I've sussed out so far at least in regards to C3/DS:
  • Air is a chemical present in Creatures 2 and Creatures 3
  • Air is emitted into a creature's system by a chemoemitter gene. (What governs when this fires or not?)
  • Creatures have an involuntary reaction to drown when Air goes below a certain threshold
  • Wait, there are different Tissue types. What do those do? I can't find any info.
  • Receptors attach to a locus, optionally in a specific tissue, in an organ. It looks like specific tissue is only an option for the Creature or Brain organs. "Current organ" has no associated tissue options; presumably it's implicit that the receptor is in the lung-meat or whatever if you use this option.
  • From experience playing the game I know the presence of breathable air must be governed by the room type (there are two water types, salt and fresh) but what exactly governs when this impacts a creature?
  • I don't do much with aquatics. Maybe pull some up and see if they get the drowning bubbles in air?
That's all I've got so far.
lin_net: pixel art of a Honey Shroom from Paper Mario (Default)
I didn't make any progress on the metaroom project over the week, but I planned this as a weekend project so that's fine! Here's my next batch of progress.

I toggled elements on and off throughout for this one to make the WIP renders faster, so it's less obviously linear visually than the last post was.


WIP 7: Backdrop progress - set up a material for the big window and made a space background. Window material is glossy mixed with transparent - it's meant to be glass, but since I don't want refraction for this, using the actual glass shader would just introduce noise and fireflies. The patterning on it is a voronoi texture hooked up to the material's displacement, I think with a color ramp to tweak the effect a bit.
The space background I just made in photoshop and set up as a low-strength emissive texture for a fullbright effect. (It's a few layers of generated stars with a recolored nasa photo added in.) Also I adjusted the lighting so it's a good bit brighter.
Read more... )

lin_net: pixel art of a Honey Shroom from Paper Mario (Default)
I've tried to make a C3/DS metaroom background a few times (okay, a lot of times) through the years but I've always bounced off it, either due to a lack of skill, lack of any concept or scope issues. I thought I'd work on a really simple one as a weekend project / proof-of-concept kind of thing, since I think I'm at a point where this is a thing I can actually do.

garden metaroom concept
Concept sketch: MS paint doodle. Rough concept of a Japanese-style garden with a big cool tree as the focal point. Honestly wouldn't be a very interesting room to use in-game, but that's not the point here.
Read more... )

February 2022

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