Textures make a difference
Messing around with lambert textures Nathaniel Inman realizes how much of a difference small changes to textures affect in large ways post processing affects.
I've been playing around with textures in exploring the bleak to see how much of a difference it would make. Essentially I'm torn between two ideas:
- Make the floors all a plain color and glow them based on the environment color so as not to be too realistic and keep a more roguelike feel.
- Struggle with having textures that blend together between sectors so it has a more natural feel albeit simple in perspective to traditional 3d games.
At the moment I'm leaning towards number two, but I haven't been able to reproduce a reliable glow postprocessing effect that I actually like and that feels natural. I'll follow down both roads further before making a discrete decision.