Author Topic: World of Darkness  (Read 114 times)

Offline sansuni01

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World of Darkness
« on: October 25, 2014, 02:14:42 pm »


You all must know about the canceled Vampire the Masquerade MMO World of Darkness. This game, while didn't make it and would probably suck as all MMO's do, had some great ideas. (Not to mention visuals) With the Unity engine at hand, some of these ideas could hopefully be implemented.

Firstly the visuals:

The atmosphere, basically the slightly blueish gray fog effect:


Imagine how much better Downtown would look with that effect:


Maybe a bit more like this: (which could be used to make the streets look longer and larger)



Window effects and room lighting:


Some features listed on this video:



While VtM Bloodlines was great, I feel like it could never fully give that specific feeling VtM universe should give, you know, like this:



And these:





You know, that specific tone of darkness..

And some other features here:



Things like realistic fake windows and stuff. If a place has no real interior, something like this could be useful.

Offline atrblizzard

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Re: World of Darkness
« Reply #1 on: October 27, 2014, 06:56:29 pm »
You know, I always felt like World of Darkness was more of an engine demo than anything, especially since the WoD team weren't allowed to fully work on it.

But on the bright side, with Unity 5 and its PBR support, we can create very impressive results, from realistic reflections on metals to global illumination and baked AO lightmaps. Santa Monica benefited a lot with Unity, being able to use proper dynamic shadow and keeping darker where it makes sense.

I'm very curious about the Chinatown map, it's easily one of my favorite map for its "colorful visuals" which would have stunning results with Unity 5, Bloom support and GI. I'll be most likely to post the benefits in both visual and otherwise regarding Unity 5 so everyone would know exactly what to expect and to end the "it looked better on Source" argument. Source could never do what Unity 4 can do with deferred rendering, but the real reason why it suffers is due to Beast lightmapping, which is still available in the current beta for legacy sake and will be permanently removed from the final release. I might be biased but a lot of the lights in the original game made no sense. A lot the places were too bright and without dynamic shadows (or baked on props) it's hard to achieve the same feel and look.

I really enjoyed the tech demo they had done for the engine and game. The water puddle can be done easily from the looks of it in a newer Unity 5 demonstration, same goes for the window, a parallax shader can easily make a fake yet believable interior.