Realistic fish, a fish's shadow, the Sanctuary on High
- Every fish rebuilt.
- Each of the 24 species now belongs to a family that sets its build: minnow, roach, perch, carp, trout, pike, gar, eel, catfish, sturgeon, lurker, angler, ribbon or veil.
- Body: lofted from a side and top profile through a spline, so the head flows into the body. It has a blunt head, the girth a third of the way back and a slim wrist before the tail.
- Shading: smooth-shaded and countershaded in vertex colour: a dark back, the species' colour on the flanks and a pale belly. There is also a lateral line, a gill edge on the flanks, a mouth and a faint scale lattice.
- Markings:
- perch bars
- pike spots
- koi patches
- trout spots, red on the Bonefin
- catfish speckles
- scabs on the Scabscale
- sturgeon scutes
- Fins: fans with rays that fade translucent at the edges:
- the family's tail: forked, square, rounded, shark-like, veiled or an eel's point
- spiny then soft dorsals on perch and lurkers, the dorsal set far back on pike and gar, and an adipose fin on trout and salmon
- a continuous fringe on eels, and a red ribbon on the Bishop and the Abbess
- anal fins, and pectoral and pelvic pairs swept back along the body
- Eyes have an iris and a pupil, set into the head.
- Barbels and feelers sweep back: the catfish's whiskers, the carp's and the sturgeon's.
- Every species keeps its feature: crown, mitre, lures, runes, veins, teeth, veils, wings and tentacles.
- Cost: one mesh for the body and one for all the fins (plus spots), so a fish is a handful of draw calls.
- The fish's shadow is a fish. The spinning dark rectangle under the bobber is gone.
- It's a fish's outline, feathered at the edges, with a tail that beats as it swims.
- It swims head first along its path, weaving as it closes in. Before, it was turned to face the bobber and spun on the spot.
- As the bite nears, it beats faster, tightens its circle and darkens.
- The Sanctuary on High no longer drowns in haze.
- High's volumetric fog was tuned for the forest. In the keep, dozens of lanterns each lit their share of it: the courtyard went pink and flat, the sky vanished, and the mountains became black cut-outs against it.
- The keep now gets a thin, dark haze that leaves the sky alone. The lanterns barely feed it, and the hearth a little more, for a soft glow round the fire.
- High now looks like Medium, plus ambient occlusion and that glow.
VAEL is a co-op dark fantasy extraction dungeon crawler for PC, in active development. Get playtest news by email, or read the wiki.