Devlog #8


Technical Accomplishments

Light Distance Based Shadows

💡 Shadows now consider the distance from a light source before casting a shadow for it.

  • So now if an object casting a shadow based on a light source gets too far from such light source (by being moved by the player), the game will stop casting this unrealistic shadow based on a light source that is too far away to realistically generate such a shadow.

Updates

Finalizing touches in level 1

💡 Guiding the player, general cleanup, and more assets!

  • We’ve done some much needed and significant organizing in the background to our assets and prefabs to speed up development time for level 2.
  • Textures for almost all our objects have been retouched, adding some detail and polish.
  • The city got money for road paintings, we got markings on the roads now!
  • We’ve added way finding posters that give the player hints as to what they’re supposed to do.
  • Added details (trash, cracks, etc) across the level to immerse the player in the experience.
  • Simplified some areas of the level (based on feedback), polished up some platforms here and there.
  • Car crash scene platforming portion has been made mandatory now.
  • Changed the number of boxes available to be moved in various areas.
  • Added light detection when taking objects between different areas, it’ll automatically switch between to the correct light.


Continuing development of the second level

💡 Progress towards having a playable instance of the level by our beta.

  • Added assets to the scene
    • Added parking lines and cars
    • Added supermarket
    • Added shopping cart cage with shopping carts


Other Miscellaneous Changes

  • Further bug-fixing regarding player movement and jumping.
  • Fixed a bug where players could grab objects across from shadows.
  • Fixed a bug where players could move objects that were being held through shadows.

Next Steps

  • Keep incorporating new Interactable System functionalities into level 2.
  • Work on our second level (aiming for a playable version by next week).
  • Implement the 3D player idle and pickup animations as provided by the art team.
  • Fix bugs regarding interactable object highlighting that are not boxes.
    • This is the main reason why we are still going with only boxes for level 1, as soon as this is solved, more variety of pickup-able objects will be introduced.
  • Allow for player to interact with instruction posters lying around (so that they can see them covering most of their screen).

Files

v6-ta-playtest.zip 50 MB
Nov 13, 2023
v6-ta-playtest-mac.zip 59 MB
Nov 13, 2023
v6-ta-playtest-AppleSiliconMac.zip 45 MB
Nov 13, 2023

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