We are currently testing out lighting schemes for our arenas and after playing around with partially outdoor street environments with some indoor mall areas, we have moved onto fully indoor areanas like the labs.
Full notes
Full Herogrinder: Tactical Combat Arenas update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
0 fixes1 addition1 change0 removals
Gameplay
changedWe are currently testing out lighting schemes for our arenas and after playing around with partially outdoor street environments with some indoor mall areas, we have moved onto fully indoor areanas like the labs.
addedLabs are unique for their sterile atmospheres, where crisp lighting is used. However, we wanted to see how different shaders and light textures would work. Also, emissive layers and depth effects add additional scopes to this project, so it is best to test all variations in a single layout.
Herogrinder: Tactical Combat Arenas changes
changedWe are currently testing out lighting schemes for our arenas and after playing around with partially outdoor street environments with some indoor mall areas, we have moved onto fully indoor areanas like the labs.
addedLabs are unique for their sterile atmospheres, where crisp lighting is used. However, we wanted to see how different shaders and light textures would work. Also, emissive layers and depth effects add additional scopes to this project, so it is best to test all variations in a single layout.
We are currently testing out lighting schemes for our arenas and after playing around with partially outdoor street environments with some indoor mall areas, we have moved onto fully indoor areanas like the labs.
Labs are unique for their sterile atmospheres, where crisp lighting is used. However, we wanted to see how different shaders and light textures would work. Also, emissive layers and depth effects add additional scopes to this project, so it is best to test all variations in a single layout.