Categorically untrue. I welcome and am always okay with sincere criticism of the work itself, and the tone of my responses prior to the insults I think will bear that out. It was your snarky remark that followed that was out of bounds. If anyone doubts what you "meant" they only need to actually read your posts. Now you're backpedaling as well as characterizing me negatively. Mod said to move on, so move on.
Then you won't mind if I share an extended opinion on it?
You may have already heard my opinion from Rekcah earlier, but I think you should commit yourself to whatever you're choosing to do. You're implementing the chromatic aberration effect which is a physical lens effect that often comes into play when trying to achieve photo-realism through a camera view.
But, are you implementing the effect because it's accurate, or because it looks cool? If you're attempting an accurate portrayal of camera effects (or
visor effects if the screen is meant to mimic the character when taking damage or in certain environments), there are plenty of other things to implement to help complete the package. Like I said, lens dirt is one of them and is something that is completely expected from a visor, and it helps sell the scene in situations with an intense light source. If you think I hate lens dirt or believe that it's a cheap effect, you couldn't be more wrong; I come from a background in compositing after all.
Bloom is what would be a cheap effect.
However, if you're using it because it
looks cool, then why limit yourself to an accurate CA lens effect? This is an alien, unfamiliar world that the player is in and you've nailed that atmosphere so far; if you're looking to chill the player during certain moments of the game, you present them with something equally unfamiliar. You can be extremely creative with your effects instead of having something that is already very familiar to our senses, especially if you're using it for when a ghost appears or something. Let your imagination run wild and try to reproduce the
feel of what is going on.
This is a concept we see in a lot of horror games; the more unfamiliar the setting and effects, the more unsettling it often is. It's why Japanese horror games often seem scarier to us westerners than western-developed titles, because there is already a culture gap that makes things unfamiliar to us. I know your game isn't exactly going for "horror," but your atmosphere lends itself to that feeling, in a similar way to Metroid Prime. Extra Credits did a good episode concerning this, and your game would be all the better if you consider that mentality when going forward.
If you're only implementing a handful of effects and not going in either of those directions I mentioned, I just feel like the result is something that's stuck in the middle. It's your game though of course; this is just my opinion, but give it some consideration.
Also, there is no backpedaling. I don't beat around the bush or make "snarky" remarks; if I don't like something, I come out and say so, you already know that well. I don't care how you read posts in your mind, but there is never ill-will behind anything I say on GAF, and everything in my post history shows just that; I can simply contact you on aim if I want to say anything negative, but I'll never do it here.