PCS wrote: "Avenging Eagle , wow this is supper creepy awesome, i like it , but i don't think this is for the faint hearted, if you get scared easily then this will have you rais some hair on your neck."
Thanks PCS, it's certainly intended to be creepy!
osiem80 wrote: "Interesing, its something like "thief:the dark project"?I"
Kind of, although sort of the opposite. That game was all about sticking to the shadows, whereas this one will be all about clinging to the light haha!
Wolf wrote: "I take it this means you cancelled Extraction Point?"
No, not cancelled, more...postponed? Initially, I held off on continuing doing more because of Game Guru's lighting engine. I have actually done some
work to Extraction Point since releasing the one level demo, refining level 1 a bit, and work on the previously-unreleased level 2. Maybe I should do an update in that thread soon...
Wolf wrote: "I can not stress enough how intrigued I am when someone else gets inspiration from something other than video games. I am thorougly dissappointed with the amount of people in the indie scene that just copy other, already existing games."
I hear you - it's always best to draw inspiration from a range of other media, be it films, books, pictures, music, even architecture. It's fine to pay homage to your inspirations but not to the point of totally trying to copy them or rip them off. We live in a post-modern world, nothing is ever really new, so the artistry comes in your choice of references and how you assemble them. Anyway, that's enough pretentious art theory from me! (Didn't we already do this in another thread recently!? haha)
cybernescence wrote: "I really wish we had dynamic light shadows for those wall lights and player lantern"
You and me both - I've been wanting that for years! If Game Guru ever gets them, I will be so happy! Until then, I'd sell one of my kidneys to get a lighting engine fast-tracked.
Mrs Baird wrote: "Excellent idea! /.-)"
Thanks Mrs Baird!
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I've continued to tinker away on the core functionality this week. Death is now a thing, so there's a penalty for letting your fire die out, and respawning now resets the state of your light source (which it didn't before). I've been using a dummy torch for testing, always with the intention of replacing it with something better later on. I was going to model a flaming torch, but then I saw one on Turbosquid and thought, what the hell. I've now got a static version in Game Guru, which I intend to animate later.
Right now, my biggest conundrum is how on Earth I get this torch to be alight. I want to use the newly-added particle code to achieve this, because it might mean I can have the flame flicker and decrease in intensity as it burns out. But I have no idea how to do this. I can't even parent a particle emitter to a moving entity yet, so I'd appreciate any tips. The other option could be to do the flame through some sort of animated texture, but I don't think this will offer me the control I need when it comes to having the flame gradually fade to red and die out.
I can see me creating a thread over in the script board before this week is out because I have many questions