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(+1)

Out of curiosity how did you implement the shadow/light detection? I'm using a light-based visibility system in my game so it's always neat to see other people's takes on it.

The game takes advantage of the fact that a directional light only shines in one direction. Thus, you can raycast upwards from the player in the direction of the light source. If we hit the world, it means we're in the shadows.

To do this with point lights or spot lights would be more complicated I think, as the light isn't just coming from a single direction anymore. 

Oh and I noticed that mouselook isn't stopped when opening the option menu, so I would suggest implementing that just as a QOL feature.

Yeah, never got around to it, it was so minor that I didn't bother at the time.

(+1)

Ah ok, yeah with only one light source the raycast makes sense. I had tried before using a trigger to detect when the player is in range of lights, then calculate visibility by raycasting to the player and calculating how close the player is to the light versus the intensity of the light. Became too much of a pain so I just switched to using a render texture.

Yeah that's pretty much what I figured, since frankly I found no real reason to actually use the pause menu other than just to see if there was one.

Cool stuff.