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I had a feeling there was some iteration in there! The mechanic makes sense (and is better than tile based imo) just could use some tightened visual cues maybe. Out of curiosity, how did you code that functionality? Seems very interesting and I'd love to know more!

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In short, iterate through all lights in the scene, check if the location is currently lit. If not then check if the location is within the attenuation radius and cone angle. If it is, perform a line trace in a custom trace channel to check if the light source is obstructed. If it can light up the area, then it breaks the iteration and says that it is an invalid location to travel to. If the loop succeeds without any lights being able to see the location, the player can travel there 

Interesting! Thanks so much for the rundown. Makes perfect sense based on your explanation. Really cool idea/concept.

I also added in some curves so I could control how the angle and distance would be evaluated. In other words, since the visuals and backend didn't match up the curves would allow me to finetune just how close to the lit areas count as valid