Development Update
Development Update #3: Lighting the Caverns
The Caverns are the first world where the environment stops pretending to be architecture, and the lighting has to carry most of that. Torchlight behaves normally in the Mines. Down here, it shouldn't.
We rebuilt the light propagation for organic surfaces this cycle: light now sinks slightly into the walls instead of bouncing off them, and the falloff drifts with air that moves without any wind to move it.
- Reworked ambient lighting for organic surfaces
- New wall material set for the Caverns
- First pass on the depth-pressure vignette effect
Combat tuning for World 2 continues next cycle. The encounter table is still too generous. It will stop being generous.