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I won't be posting very often for a while, not because of lack of work and progress with the project, but because we're currently trying to sort out boring-yet-difficult issues. We're having another go at trying to settle on how the visuals of the game will look, and how to achieve them technically. Right now what's giving us the most trouble is the lighting system, as it appears that static/baked light will not work out as well as I thought initially.

This whole process has been pretty much a constant trial and error, and some of you might remember that we've been on it since last year, but as I said, we are making progress (at least now the level building workflow has been streamlined and figured out to a point where it's feasible).

Until then, let me know what you think of those preview images. Note that there are no more cast shadows, the lighting system is basically identical to that of Hedon right now, except without sector lights because that's not a thing outside GZDoom. Looking forward to your thoughts! :^)

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Comments

Max

What's the reason that baked lighting isn't working out for you?

Zan the Bonebreaker

The worst offender is that it generates cast shadows which visually interfere with the intended art style and player visibility system. The other issue is that it does not account for ambient light, so rooms with no lights in them are baked pitch black.

Aidan Kerr

Take as much time as you need Zan 😉