A person who knows or remembers nothings finds himself severely injured in a terrifying situation. He appears to be in some sort of futuristic facility, the likes of which he’s never seen. Through listening to recordings on Audio Logs left from people an ominous reality rises. When one Audio Logs hints ‘escape pods’ out of all the confusion and chaos an objective becomes clear. Escape. Survival. It’s the only option left. An Instinctive Fear is a First Person Shooter with elements of puzzle, horror and the overall objective to escape. It is being made with FPS Creator.
The Light mapping quality has been increased in game to show better shadows - but not to much as to avoid causing levels to explode.
Posted by Cool_Beans on Feb 2nd, 2013
Lately I've been reworking aspects of the first few levels in An Instinctive Fear. Tweaking, Optimising and so on. Eventually I considered the shadows within the game weren't up to scratch. They simply weren't distinct, meaning it was either darkness or light, and this had to change.
After gaining a better understanding of light mapping settings, what it means for the level size limit and how shaders effect shadows I was able to find a balance a between shadows quality and keeping my levels from becoming too large. Higher quality = Bigger levels. Performance hasn't been effected, with the latest source betas frame rates can achieve 200+, but average anywhere between 60-150. Higher shadow quality only means pushing levels closer to the size limit.
With the upgraded shadow quality there are several situations that are more visually appealing. The darkness fits the tense theme of the game and so better shadows go with it well. Here are some pictures to demonstrate the improved light mapping settings:
(The shadows in the above image are still being worked on but it turn they should look like the shadows below)
The last image is my favourite example of shadows in game. That's all for this update, and be sure to try out the AIF demo: