Been quiet 'round these parts lately, eh?
Still been working on the remodeling. Running into problems, still. Got the vault re-floored down into the second sub-level. Overseer's office can't be tiled because of that round depression, but the bathroom is done.
Still have to get the lab, and the clinic. Probably not going to bother with the jail, since I still plan on getting rid of it altogether.
Probably not going to bother with the dorms, either. Not only would it be a stupid amount of work with thirty rooms and the odd quarter mile of hallway, but it's largely pointless to me since I almost never go in there. Maybe at a later time... but not for version 1.
So, I'm sure you're all tired of my prattle already, and want the updated screenshots, yes? Well sit down and be quiet, I ain't done yammering yet.
Since the last update, I've rebalanced the lighting a couple more times, and have reset some of the tile patterns. Decided I didn't like the gold circle on black tiles. I like the idea... but it just never looks right. So I got rid of them all and went to just the brown tile and black and gold marble.
Still have to finish setting some of the fluorescent banks to the correct height, too. No major deal there, though.
So now, without further boring of you on my part, here are the new screenshots.
Here we have the pool. Tiled as well, and showing off the newly adjusted lighting. After some work, I also finally got the pool light switch behaving correctly - green = lights on, red = lights off. That's annoyed me since day one.
Here we have the latest guard house in the entryway.
The entryway. Lighting still slightly annoying. The dark tiles you can see are a known issue with the engine when you use room bounds. It's unfixable as far as I've been able to find out.
Rebalanced lighting in the alcove off the entryway. The previous lighting seemed a bit bright for a nap on the cots.
Nothing new here... but I finally caught one of the Vault residents using the new waiting room. Still wish there was a working exam table. I've got to learn to do animation modeling...
The bar. Track lighting showcases the booze racks behind the counter. Softer lighting illuminates the bar itself, and there's a big honkin' pair of daylight banks over the pool table; cause hey, everyone needs the extra light to make the bank shot.
Same place, different facing direction. Softer lighting over the booths. Not the atmosphere I was going for, but the two sets of lighting aren't coexisting very well in one room. The pool table lighting is overriding the booth lighting. I don't think it's fixable without implementing a bedroom-type two-sets-of-lights switch. Would require killing the bar and pool table lighting to make work, so not sure I want to bother.
View facing the door. You can see the booth lighting a bit better here without the overpowering glare, but it's still not as warm as I had been shooting for.
Classroom. Lighting done, tiled. Still may throw in a teacher's desk and some bookshelves. Haven't decided yet.
Player's bedroom, yet again. I like the new tile pattern best of all the ones I've tried so far, and I did try several.
Hallway leading down from the entryway to the atrium. Looks nice, I think.
And the entryway again. I added another light in the corner there, which seems to help quite a bit.
Had even more headaches with those thrice-damned room bounds. This time it was one in the hallway, that had been left higher than it should, and was blocking the tile from appearing. After moving it below the hall's floor, it all appeared correctly.
Still... I know what to look for now when it does that, so it was a fix that didn't involve much swearing.
Still can't give a hard estimate on release. I'm moving forward... but I'm not what you call extraordinarily motivated at the moment, since the stuff left are small detail bits that don't matter so much to me personally, and that I'm only going to bother with at all because I have OCD.
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