wtorek, 10 stycznia 2012

Real darkness

Today I worked on fun zombie AI. My favorite monster AI of all time is Doom II. I try replicate that wherever I can.


But most importantly I made real darkness on maps today. Meaning only surface areas have light. If there is a cave it is dark and you need a lantern to see inside. I’m not using ray-casting for the lighting like I did for example in Link-Dead. I feel that does not fit the pixel theme of the game and generally produces ugly effects. So we’ll have a nice lighting model that still makes nice darkness for creepy monsters to hide in.


MM

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