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Implementing this lighting system was very difficult. The walls are selected to be visible using a roguelike shadowcasting algorithm, and the shadows done by dynamically spawning Godot light occluders. This is about the limit I can achieve using Godot's systems, and I have no idea how to make it look better without writing my own lighting engine. I can make the wood walls destructible, but there's zero reason to do so (you can pick them up and reuse them instead), so I feel that would just screw over players. 

I can make the wood walls destructible, but there's zero reason to do so

Well it takes up a resource to build the wall, so I was thinking that with later wall recipes the cost could go up and by that point you might want to destroy a wall for material so you can build something else. That, or you make too many walls and you want to delete one so the build doesn't have stragglers. Of course that depends on the direction of the game, I don't even know if it's going to have monsters to defend from or what.