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Ooh, this was simple and fun imo. I was surprised very early on by a burly man, and then the second time I made it out, although very narrowly. I do notice, it looks like you may have run into the same issue I did when trying to get Unity to function within a true "pitch black" scene. Unity is a bit irritating in this, it keeps adding little lights and shadows in places that you may not want, sometimes only adding them at the last second when entering playmode. I had to do some research on this to achieve the darkness I really wanted in my game, and it still kept doing it on occasion. It was very irritating. 

Also, I recently acquired and am playing through a free copy of Amnesia: the Bunker from the Epic store. A possible inspiration? A very smart one imo. Well done with this!

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Thank you So Much for this Response .As you said i am improving the Lighting of my games.

Lighting is such a pain. Between that and navmesh setting up/baking, probably the most time sucking part of making a game imo. I spent like a whole day googling trying to find out why my scene was never truly dark. I think the final issue I ran into was that the game was doing a quick bake when I entered playmode, allowing some slight lights and shadows to sneak in. So I had to rig the scene up so that all the lights started turned off (including the point light attached to the player), and then were only activated once the game had started so their lights didn't get baked. I don't know if other engines are this picky with lights, but Unity irritated me with this one.