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Messing around with Unity's Lighting has never been so rewarding.

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If anyone knows Unity free's Lightmapping then you would know that it is quite flat.

Like this:

You calling me boring? Well SCREW YOU!

However with a bit of messing around you can get this:

I just finished shaving, wanna feel it?

Or this:

It's just pixels now.

Now that the lighting news has been delivered I shall get to the other news. I finally finished that Arm.

I've only started to rig the weights but I stopped now because I am currently re-writing the weapon system so, that it would allow them to work by themselves and not rely on other scripts. This would make my job of coding easier and make testing one function a lot less stressful, because if one script fell all of them did. I've only started with a concept of how each one is handled and how they contact each other.

TL;DR
The old system relied on other scripts(a.k.a instances of scripts), now the new one uses some OOP(object-oriented programming) to do its job. Let me say it makes writing scripts less stressful.

Finally I've been re-writing the story(yet again); this time taking into account on what I'll be able to create so that I won't waste time on needless stuff. If you'd read the Description that I've updated you would noticed I changed it. I may make another news post to go into more depth into the story, since I've got a basic plot at least.

Hope you'd enjoy the news post.

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