Weekly Update #90 - Lights Up!

Published October 31, 2020
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Hey hey! Guess what? It's your favourite weekly update post! This week, there's a whole lot of substantial graphical updates so let's get right to it!

And the lights were

So my main focus for this week was to check, update and polish most of my generic challenges.

The most striking differences are by far the addition of many ambient lights. These challenges used to be quite dark, and very few scattered lights lit these.

With this overall, now a lot of challenges got better lighting. The updated lights added a whole lot of ambiance to these generic challenges.

I'll show you two updated challenges that I worked on the most.

Challenge #1

Of all of these that needed the most update, it would be the first generic challenge. For those who forgot, it mainly consists of a simple platforming challenge.

It used to be poorly lit and didn't have any visual identity. Now the challenge got a better visual identity and overall better lighting as well.

Fundamentally the challenge hasn't changed a lot, but it's always nice to get a fresh new coat of paint.

Challenge #9

This challenge was by far one of the most underdeveloped of them all. It used to be quite dull and rather plain.

Now this challenge got better floors, colours and lights. I've also fixed a lot of UV bugs with the floor's bump map.

Minor Updates

  • Added a bunch of localized texts again:
    • Fixed a bug where ammo boxes would forget to show the amount of ammo in them.
  • Changed the character select arrows to reverse the rotation direction;
  • Made bumpers rails disappear once their respective bumper blows up;
  • Fixed a bug where props would spawn above un-walkable floors, hence making them float:
    • Any props that visually bleed over outside the room should also get removed;
    • Any props that overlap some essential props (like ethernet ports or starting tutorial decals) will get removed as well.
  • Fixed a bug where plants wouldn't get their wetness properly initialized;
  • Optimized some code inside the map generator script;
  • Fixed a bug where stats inside the pause menu wouldn't get properly initialized;
  • Optimized, reimported and fixed many challenges;
  • Updated the lighting of most special rooms:
    • Better lighting overall, like in most generic challenges.
  • Fixed a bug where the Casino slots would spew some errors once instantiated;
  • Optimized some props and refactors a bunch of props to use prefabs.

Next week

The plan for next week is straight forward. I'm going to focus on continuing fixing lights, optimize geometries and continue to touch up generic challenges. I'm also planning to fix some gameplay bugs and maybe continue on my neverending balancing quest.

And after that, it's public demo time!

And that's about it for this week. That was quite a productive week, to be honest. Let's hope that next week will be as productive as this one.

So have a happy Halloween, stay safe and see you next week!

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