Cast shadow of doubt12/7/2023 Baking essentially means precalculating tricky things into a bunch of data the game can read when you play. Most non-procedurally generated games feature baked lighting (and not just lighting actually, it means you can do all sorts of yummy baking). That’s great and everything, except when it comes to the technical challenge of lighting. Shadows of Doubt is a procedurally generated game. I’ll also say that just because these bits have been difficult, it doesn’t mean they haven’t been fun to work on in fact, they’ve provided some of the best learning experiences of the project so far. This one is more about my role, which is mostly design, coding and project management. Perhaps we’ll visit some of those in future blogs with the relevant team members. I should probably note this doesn’t include challenges for writing, voxel modelling or audio work, ie the stuff I largely don’t do. This month I’ve put together a list of some of the most challenging aspects of creating the project so far. Hello everyone! Welcome to a fresh new edition of the Shadows of Doubt dev blog. Be sure to wishlist on Steam, join our Discord or read previous dev blog entries here! A unique mix of procedural generation and hand-crafted design enables every room of every building to be explored. Shadows of Doubt is a detective stealth game set in a fully-simulated sci-fi metropolis! There’s been a murder and it’s up to you to solve it by any means necessary, with the condition that you keep a low profile.
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