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
SpaceRaceWF, my lil' hobby project, early in development, made in old Visual Studio C# 2005. Editor will be integral part of the game from the very beginning. Here's a short showcase of the editor with simple racing logic ( and with placeholder graphics).
Development Flashback - April 2020 Animation from the very start of RTG development (more in the article). After 5 years, RTG is available for wishlists on Steam.
https://store.steampowered.com/app/4032050/RTG/ Demo, which will be available also here is in works as well.
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
Flashback #3 - Junio 2020 Otra animación desde los comienzos del desarrollo de RTG. Esta es una escena para probar colisiones del actor con el entorno del juego. Hoy, RTG está casi hecho y ya está disponible para wishlists.
Hi Everyone!
RTG - The Ray-Traced Game has now its own INTRO. The game is very close to its Alpha release state with final release scheduled later this year.
Music: https://www.purple-planet.com/ #indie #scifi #raytracing #puzzle #platformer
RTG - The Ray-Traced Game is in version 0.6.2. Around 2/3 of the game is done, currently I'm on sound&music. In the video you can see typical 'puzzle boxes' level. Music: https://www.purple-planet.com
RTG - The Ray-Traced Game, sci-fi puzzle platformer which I'm developing, reached Alpha state! It means, game fully playable from intro to ending credits. It's a big milestone, but now, rolling up sleeves for Beta! Music: https://www.purple-planet.com/
New video of RTG - The Ray-Traced Game, which is now around 75% complete. In the video you can see a puzzle involving "deadly bouncing lights". Follow me on YT for more gamedev videos: https://www.youtube.com/@vdienesdev Music: https://www.purple-planet.com/
Flashback #1 - Abril 2020 Una animación desde comienzos del desarrollo de RTG. Después de 5 años, RTG está finalmente disponible para wishlists en Steam.
https://store.steampowered.com/app/4032050/RTG Un demo, que será disponible aquí también, está en preparación.
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












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