Dynamic lighting now works in Fateless. There are still no normals and no shadows, but hopefully this will be the necessary breakthrough to make it look from "whack" to "not that bad." Directional spotlights are the next goal. The overall mesh of the buildings and terrain should reflect the skybox, so in this case ambient light should probably be more orange.
Previous Entry
Fateless Has 2 New Enemies, 2 New Weapons, Thanks Gray Box
Next Entry
Dynamic Lights Out, 2 Star Review In
Advertisement
Latest Entries
Chaingun Action Added To Fateless
3313 views
Fateless Episodes 1 And 2 Now On Windows
2461 views
Fateless For Windows Is Out! What I Learned
2320 views
In-Game Purchases, Storefront Design
2507 views
Advertisement
When I put out the desktop/VR version, the controls will not be showing. For now, too much work/cost to remove them (need to develop support for a Bluetooth gamepad controller and buy a new phone). The Android screen recorder app I use won't record internal audio (it's not allowed by Google), so unfortunately I have to mic the sound from the tablet's speaker.
Yeah, the shadows were working on Windows and Mac OS at one time and they were written in desktop OpenGL (GLSL 330), so most of the code won't work on mobile. I tried to bring them back at one time, unsuccessfully, and gave up. There is a huge gap between the walls and the shadows they cast. I played with the math, but could not solve it. Will definitely try again sometime. Then there is a matter of porting that to OpenGL ES. I'm guessing for now my time is better spent on more dynamic lighting, doors, keys, more levels, weapons, monsters. What do you think?
Also, what about driving tanks? Especially to fight the big mechs. That could be fun. I already wrote most of the tank driving code for a different game, so it wouldn't be that hard to plug that in.