Thanks for the feedback!
Yeah, lighting has been the most single aggravating thing I've dealt with yet.
Maybe I can make the directional diffuse light a little bit more bright (not so dark blue)
Or at least as Tom said, make the contrast between the point lights and scene bigger.
I was planning on reworking those stone-hedgy things (Even I don't know what they are)
As of now they are defined directly in code and give off a voxel style graphics (which I'm trying to avoid)
So maybe if I actually pipe them through a modeling software (Like Blender) I can get a more pleasing result
If I go the multi-texturing route I'll have to make the textures seam-less (Make them tileable) and still look good
The point-lights should be within the top part of the lamp, I still have to get to that.
Now, Regarding the HUD. I was thinking of actually using normal mapped geometry for it
(I like the idea of only having it appear when the user interacts with it)
I'm glad everyone recognizes it's night time and the light is from the moon. (That is an improvement!)
I was thinking of maybe placing a camera at the point-light and have it's lookAt, face down (-y) and render that to the depthBuffer, any ideas regarding that would be awesome
Ambient Occulsion, might be my next milestone ;)
So i'll work on lighting (including the point-lights, and texturing first.
Then i'll mess with the HUD
Then maybe ambient occulsion.
Also, how would I go about doing the emission (I've seen other games that have done it, like a sphere of light around the top part of the lamp)
And the bloom?
Also, my monitor is very bright, maybe it's time to break out the CRT!
-Marcus