Greetings fellow IndieDB'ers.
I want to inform you about the post effects (effects that the graphics card applies after rendering a frame of the game) that we have in Tainted Fate at the moment. This list will grow as development continues, of course.
You have probably seen effects like these in games built on modern engines like UE3 and CryEngine.
Well NeoAxis is catching up with those big fish by way of adding new eye candy for us developers to work with.
The first posteffect we are going to show you is Depth Of Field.
DOF works by shooting a ray into the object you are pointing your cursor at and making that area sharp while blurring everything else around it (in a subtle way of course) thus simulating human eyes or camera lenses.
Here's an in-engine image to show you what I'm rambling about:
After DOF we have Light Scattering or God Rays:
This effects simulates the rays a strong light creates when behind an object. It works by zooming in the objects in front of the light and blurring them multiple times to get the wanted effect.
Map editor image:
Next up is SSAO which creates subtle shadows based on the vicinity objects:
FXAA which is pretty self-explanatory if you look at the images (better than other AA techniques because it uses less processing power):
Color correction and grayscale (used to get any kind of ambient without changing the lights in the level):
The last effect is a subtle but constant one: Vignetting
Used in most today's games, it makes a very subtle dark frame around the corners of the game's screen to give it a more movie-like feel.
Obligatory map editor image:
If you want to support the development of Tainted Fate, contribute to our Indiegogo funding campaign:
The next thing we'll talk to you about is graphical scalability and all the techniques we have for that. It's safe to say Tainted Fate will look great on a bazillion dollar rig, but also work great on a toaster if you lower the graphics enough.