Author Topic: The Forgettable Dungeon: Early Access Release  (Read 419620 times)

Come play forgettable dungeon, with our amazing... negative light mechanic.

Watch as your shadows get absorbed by the evil... sign post.
that'd still be an interesting mechanic

I hadn't thought about that, it'd might look really good.

Though that raises the question of just wtf is on the ceiling.
The face of god

Watch as your shadows get absorbed by the evil... sign post.



Something feels off about the calculations still but at least it works.

This would be a neat idea for a level that has only one light source that you have to carry around.

oooooooooooooooooooooooooo

This would be a neat idea for a level that has only one light source that you have to carry around.

Maybe there can be a mechanic similar to the candlestick keep levels in spiral knights, where you can toss flames at candles to light them up temporarily

oh my GOD thats AMAZING

oh my GOD thats AMAZING
this update literally changes the game quality by like 50x holy stuff

imagine if you kickstartered with this


Tomorrow I'll see if I can demo a marble tileset so that we can see how pretty reflecties

Not a huge change in screenshots, but I got the light culling system working properly.





Basically the system tries to avoid the 8 light blockland limit by choosing it per object instead of per player, which is easier to do since there's a lot less stuff in my game.

Still need to fix some walls getting light that shouldn't be, and some weird objects like the runes are glitched out.

But yeah things are going well.

How's the performance compared to before?

How's the performance compared to before?
The great part is that this is all tricks, this isn't like the real shadows in blockland.

Shadows enabled eat up about 3 frames on my pc, reflections eat up about 6 due to transparency fuxxing.

The framerate will also massively improve once I batch the dungeon

Although, I'm not totally sure I buy the idea of the shadows in general. I like all the other lighting effects, but I don't think the shadows fit really well in a dungeon. It was mentioned before, but I think a simple diffuse shadow underneath objects would look a lot more fitting, or just not having shadows in general... Unless you make shadows cast and blend from multiple light sources, then it will look triple A and you win, but I feel like that's prohibitively difficult.

Please have an option to always have a reflective ground

Please have an option to always have a reflective ground
If it's based on alpha, you can make your own skin for the game and make all the floors have some alpha to them.

I've attached a demo marble tileset. If you could show me what it looks like with the reflecties I'd be very grateful.