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I really like the fading light idea, but we probably wouldn't be able to implement that - Unity's forward renderer caps per-camera visible lights at 8, and we have a lot of lighting going on - the flashlight, muzzle flashes, turned survivor highlights, player highlight... we're probably at the limit. Don't have enough processing power on WebGL to try to remedy that with a clustered forward renderer.

We actually had an entire management layer part of the game, where lighting was a concern, but we scrapped that at the beginning of the second week - not enough time.

Thanks for playing!