#Difficult to gauge distance of walls in interiors due to flat textures/shading model

1 messages · Page 1 of 1 (latest)

lofty heath
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When running around inside, and even some exterior areas, the flatness of many materials makes it a bit disorienting gauging how far away you are from a wall, or even if the corridor you are running down turns or not.

I know BBR has a very low-def aesthetic, but might be worth considering if some ambient occlusion, lighting adjustments, and some light texturing could help increase environment readability. Minecraft's is similarly low-def, but utilizes a few tricks to give the player stronger visual feedback on how the environment is shaped.

An example below I grabbed from a stream on YT. If the wasn't in view, how would you gauge how far the pillars are from the player, and where they begin/end?

Love the game btw! Can't wait for release!

brittle radish
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I agree, they should either put outlines and some shading to the textures

tawdry snow
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sometimes it is hard to navigate in interiors, tunnels. i would add a bit of darker texture to walls

marsh hound
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shadow disabled

red crow
novel forge
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This has been a suggestion for quite a while now. Ambient occlusion, lines on edges...etc.

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Tunnels are always fun because of this.

craggy robin
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This is one of my biggest problems with the game. There is no depth perception. Sometimes you can't tell the wall on one side of a room from another.

Minecraft solves this issue by actually having textures that aren't just a flat, uniform color. Good shadow work and ambient occlusion would mitigate the problem, but I think ultimately, the textures themselves need to have SOME detail to prevent this problem.

fervent root
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at some angles in some maps you cant even find doorways until its too late

brittle folio
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Climbing up the windmills or going around in the hall ways inside bunkers is really disorienting. The textures/shading on the grey/white walls definitely could use some level of detail simulating dirt/dust/w.e would probably be step in the right direction. I definitely agree with OP and was having the same though while playing yesterday

tawdry wren
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another example from reddit. Can add slight brick or other textures to these walls, or add a texture/line on ledges/edges to differentiate and make it easier to see

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Many objects already have textures that aren't just plain, so I believe it would not detract from the game

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example from old game quake 2, even with basic flat textures you can show depth with ledges and a tiny bit of detail. Not much is needed, as we don't want to change battlebits aesthetic design, but just a little bit to give depth perception

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In that picture, for example, the ground's texture is enough, even though it's barely visible.

Ideally, bricks and lines for horizontal/vertical edges(such as floors/doorways) would be all that's needed

candid tangle
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Same here. Because of the floor being all one color, I cannot tell how far away I am from each point of the floor. It also looks glitched. I think instead of ambient occlusion (which is nice but increases the need of GPU usage), they can add some textures to raw-colored surfaces