More illumination iterations were done this week. We encountered some light probe problems and had some lighting misconfigurations, but we are working on it. Most of them are related to our scene streaming system and light baking workflow.
Tomé made some concept tests for a rune stone that the player can interact with. These rune stones are strategically placed near points or areas of interest informing the player about story lore, area information or even gameplay. We are trying to have as little as possible distracting on screen tips during gamplay, these runes and some hints in the re-load screen are given to maintain the immersive experience but the core gameplay will be clutter free.
We are doing some tests for an ancient alphabet for the ancient civilization ruins and runes like in the concept above.
Pichel is finishing the high poly of the player’s companion, he followed the concept posted in the previous devblog but naturally some changes were made to match the 3D perspective.