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Thank you! I just wish some of the finished Archives visuals made it in, in the source code you can actually see an Archives test scene where there were working mechanical arms on an assembly line that just needed to be dropped into the right place and hooked into our systems. Unfortunately the aesthetic took a lot of hits towards the end when I started cutting down post processing left and right to try to get past some visual issues on interactibles.

There’s a lot of smoke and mirrors making it happen, but the long story short is lighting means everything. If you want good dynamic lighting, it means you have to use your pixel lights sparingly. There’s a neat trick Phildor put together that manages room lighting behind the scenes to stop most of the artifacting that would ruin the effect; the transitions are in doorways, which is why there’s a huge stutter/framerate drop when you go into the Catalyst chamber for the first time on some systems. Other than that, haha color light go brrrrrrr