Hi All,
Was working on another prototype level. This time focus was to start programming first 'puzzle' (or level building) elements for the game.
Before getting to main devlog entry covering last batch of work more deeply (with some fancy animations too), here's short story how level was built and how lighting affects output visual quality.
1. only ambient light - everything looks flat (maybe I'll add some ambient occlusion later in development or in RTG 2 )
2. darker ambient and added one strong point light (with weak attenuation) - just one light brought brutal change
3. all switches have small lightie (red or green depending on state) with strong attenuation - so they do just small 'local' environment illuminations
4. finally added 2 more lamps (one white at bottom of the level, one red at exit door) - just to add even more depth to scene
Note: those reddish vertical walls are doors and black part of the floor in front of player is elevator. Both are now changed to look more 'final'.
Next up
RTG Flashback - March '21 #2 Another animation from the first batch of levels for RTG, my sci-fi puzzle/platformer with CPU-only ray-tracing. There's a bit of reflection on the bottom floor with back lights casting shadows. https://store.steampowered.com/app/4032050/RTG
RTG Flashback - April 2021 #2 Level from my sci-fi puzzle/platformer, involving use of "carriable boxes", a puzzle mechanics which is used extensively in the game, along with more game mechanics which will be presented later. https://store.steampowered.com/app/4032050/RTG
RTG Flashback - Abril 2021 #2 Un nivel de RTG, mi juego puzzle/plataforma sci-fi. Este es nivel con bloques que se pueden recoger y manipular. Estos bloques están presentes en mayoría de niveles con aún más mecánicas puzzle. https://store.steampowered.com/app/4032050/RTG
Development Flashback - March 2021 Level 8 showcase. 11 months into RTG development I was finally able to create first levels! No sound, music or story back then, but the most important: gameplay and puzzles, were possible. https://store.steampowered.com/app/4032050/RTG
Development Flashback - November 2020 Scene where I tested various aspects of my ray-tracing engine. Today, the engine is used in my game RTG, a sci-fi puzzle/platformer, which is available for wishlists. Check it out! P.F.2026! https://store.steampowered.com/app/4032050/RTG
RTG Flashback - Abril 2021 Un nivel donde probé mi sistema de colisión. Este fue muy necesario, pq bloques que jugador tiene que manipular para resolver puzzles es una mecánica muy esencial de RTG. En fin, es juego puzzle. https://store.steampowered.com/app/4032050/RTG
RTG Flashback - April 2021 #3 One year after the start of works on RTG, finally I was creating levels one by one. This is another level involving "carriable boxes". Here, I used some mirrors to show off my engine a bit more. https://store.steampowered.com/app/4032050/RTG
RTG Flashback - April 2021 Test level for testing my collision system. Game mechanics where player needs to manipulate with boxes in order to solve puzzles is essential in RTG, thus simple collision system was needed. Here it is. https://store.steampowered.com/app/4032050/RTG
RTG Flashback - Marzo 21 #3 Otro nivel de RTG, mi juego de puzzle/plataforma sci-fi. Este es uno de primeros niveles con ascensores. Aquí se puede ver que cada pequeña luz es un emisor real que ilumina entorno y proyecta sombras. https://store.steampowered.com/app/4032050/RTG
Development Flashback - June 2020 Animation #3 from the beginning of development. This is early test scene for testing actor collisions. RTG, a sci-fi puzzle/platformer is now almost done and available for wishlists. https://store.steampowered.com/app/4032050/RTG












0 comments