Like last week, the room development is still in progress. While there are two new rooms I've also had time to tweak the lighting a bit here and there.

New Lights

Basically, I've tried to change the lighting of most rooms.

First thing first, In order to properly shade the inside rooms I've used invisible shadow casters. At the time, it was the cheapest and quickest way to deal with it when I've started.

I did find out that another quick way to do this was with layers and light culling masks. Basically, every game objects that are inside sealed rooms is given a specific layer.

That layer, in particular, was made to ignore the global directional light altogether.

This means that there were no more need of these shadow casters (except on some opened rooms like the temple; the directional light can actually illuminate the room if the angle is good enough)

I've also tried to fix the lighting in most rooms. Although not completely finished, it is getting prettier:

The ＶＩＲＴＵＡＬ Clinical Research Center

As one of the newest rooms, this one represents a fictional clinical research facility named ＶＩＲＴＵＡＬ Clinical Research.

While in this room, the player can actually take part in a dodgy clinical trial involving either a strange cream, pills of unknown content and glowing fluids inside syringes.

Each test takes away part of the player's health in exchange for cold hard cash. The ratio of health and cash is actually one to one as of yet.

Taking the cream gives 5% of damage, the pills are 10% and the syringes are 25%.

This room is quite useful if you're in dire need of cash, just like in real life. (except you don't get hurt as often in real life...)

The Restroom

This room is quite special. It a rather small room that is actually a normal public restroom, complete with a toilet, a sink, a real-time working mirror, a hand dryer, etc.

Although not functional right now, the idea is that the player can flush down one of its piece of equipment down the drain. You can only flush one piece of equipment per restroom because, well, toilets aren't really made to be able to flush down metal armours really...

For those who don't know, a piece of equipment acts like a relic but is actually set to a specific equipment slot. You can only have one piece of equipment of a specific slot (for example, the player can have only one pair of gloves because it would be overpowered otherwise).

Like most RPG, different pieces of equipment have different types of stats bonuses. Each piece of equipment also has a focus alignment. This means that while the player is wearing those, its focus will progressively be drawn to whatever alignment the equipped piece is. There will also be additional stats bonuses that are applied if the player's focus matches a worn piece of equipment.

But anyways, the reason the restroom isn't functional is quite simple: there's no piece of equipment yet. So it's something I'll have to get back to once there's at least one piece of equipment in the game...

Next week

The game is progressively coming together. Especially when it comes to rooms.

There's still a lot of relics and capacities to add. There are also some rooms to add an maybe add different types of enemies and whatnot.

I still want to work on rooms as of right now. The thing is that those rooms are really modelling heavy, and I really want to get those out of the way as soon as possible. The rest won't be as heavy as those, but once they're out of the way it will be a pretty big chunk of modelling that will be done.

If there's time, maybe I'll work on capacities and relics...