Being a big fan of the 2 originals and one of those people who bought WFTO, I have two ideas for you:
The “wonkification” is missing. Google wonkification. It basically means that you randomly shift each vertex in your dungeon so that the walls appear to be less regular.
You definitely need lights and darkness. At the moment it doesn’t have the feeling of a dungeon but more the feeling of something bright and clean.
we don’t even need to be so random, we have the original parameters. Just lacking the knowledge how to use them We even know the algorithm they used
this is a difficult one for us, any help is much appreciated. With SSAO it is a bit nicer, but the original lightning is too complicated for me to understand
until now we’ve just been a graphics show. We’ll tackle the game play now as a prioritized feature.
For #2, the entire map is built based on blocks, so you can use Minecraft-style ambient occlusion, where the vertices of each block are darkened depending on how many blocks there are around it.
I’d go with classic Finnish music like Apocalyptica. Classic music is said to stimulate the brain. Becoming depressive (which is typical for Finnish people) as a side-effect is totally worth hearing the best music in the world. :chimpanzee_closedlaugh:
The final product will be rendered backgrounds for a game, so not renders yet for this bit (no lighting atm even for clay). This is why they are pretty messy and inefficient poly wise.