More editor stuff
A plan is something that exists until the first contact with reality…
Tonight I was intending to start the level design for the corporate HQ, but when I started lighting the place I saw the flaw in my plan…
Most of the levels I’ve made so far have a very small number of lights… And since I’m using fake lighting (which is “baked” into the voxels themselves, which means that when it’s done, it’s done, can’t reverse it), I would have to redo all the lighting after each small change (and there’s lots that come in when you actually play the game versus the theory). And if you don’t have the lighting (in a limited visuals game like this), you don’t really get a feel for it, the combat, etc…
So, I decided to bite the bullet, and add a more robust solution to the lighting system on the editor. Now, you can treat lights as any prop, and you can bake/unbake the lighting at will, which allows for more experimentation, etc.
It will also let me add “half-lights” which only cover one hemisphere (which comes in handy when I want to light one side of a corridor, without lighting the other one).
But, editor stuff takes a lot of effort, so this is where I got today:
The sphres don’t do anything yet… That’s for tomorrow!
Now listening to “Storm” by “Theatre of Tragedy”
Link of the Day: I’ve played WoW for some years, until I gave it up one year ago, for a lot of reasons… Don’t think I’m coming back, though… Anyway, I love the lore part of games, even one full of ret-con as the WoW lore… Here’s a 40 minute video with a chronological approach to the lore of the game:
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