This is just a small part of one of the environments you'll get to explore in our more ambitious second chapter.
We've also been improving one of our systems to support the larger environments we have planned. In Chapter One, the entire game level was loaded, and we just made those rooms invisible and inactive until they were needed. This new system lets us chop up the game level into little chunks called scenes and load them as you enter rooms and other areas. This way, we don't waste computer resources (like RAM) on the areas you are not in.
It also has some added benefits for us as we develop, speeding up the light-mapping process and letting us tailor those lighting settings per room. A much neater way of working with large levels. All around a win-win!
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