Watched a short tutorial on interior lighting and I understand why my level is a bit dark. Lights don’t work the way you think they do especially because it tries to lesson how light bounces in the engine to reduce costs which is a good thing. Building/baking/rendering the lights takes awhile so much of my time was spent waiting for it to compute. A lot of mistakes were made and a lot of lights were played with along the way.
I removed some of the fancy functionality of the lights so I could make them static which are cheaper. And I also quickly adjusted the logic for the lantern so the cone appears brighter and clearer in-game. Without fog it’s hard to see the outline of the light unless I can find a way to make it have a more visible cone. I will look into that. Since my level is a general giant lazy box it does tend to look a bit boring and bland, I hope it will just pass as an introductory starting stage. It’s my first ever after all and I have more interesting plans for future stages.
A lot of the new changes does make the game look less mysterious and dramatic but it has greatly optimized the performance which is better than fancy looks. I’ve arrived to a point where I think the lighting is decent enough so I don’t have to keep tweaking it than cooking it to see if I like it because it takes a tremendous amount of time.
Next on the agenda is fixing some of the logic maybe I can try to find optimizations there with the blueprints and adjusting the boss’ speed and some of its effects.











