Full notes
Full Dark Stress update
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What changed
- Gameplay
Dark Stress changes
First, we focused on refining the lighting and darkness in the Dark Stress dungeon.
Areas that should have been dark appeared bright, while bright areas looked oddly dim.
This is a torch scene that's also featured in the current trailer.
As you move outward from the wall, the darkness deepens, and the wall edges appear unnatural.
When we tried simply reducing the torch's light radius to fix this, we ended up with the following result.
Although the light range was reduced, the overall scene became flat and lost its realism.
We conducted numerous tests to solve this, and the result is shown below.
The torchlight now spreads naturally from the center of the wall, and the brightness doesn't shift abruptly at the seams.
In a game where players explore dark dungeons, realistic lighting is crucial for immersion.
That's why we invested a lot of time in improving it, and we’ll continue refining it further.
Next is the current progress on combat and action development.
Previously, the skeleton enemy had only one attack.
Now, it uses four different attack patterns.
So, the player must decide when to guard, dodge, or parry based on the enemy’s behavior.
We still feel that it’s not dynamic enough to be called a true action game moment.
So we plan to showcase the improved combat through a GIF or trailer next month.
That's all for now. We'll see you again next time. Thank you.
Source
Changelog.gg summarizes and formats this update. How we read updates.
