I've also heavily optimized the assets, cutting down polygon count, combining texture atlases to lower the drawcalls, etc. Lightmapping is also getting better in each scene. I currently have four different lighting schemes done:





1. The low-contrast blue-ish indoors lighting:

3. Outdoors, lots of sunshine:



4. Dark, moody, lots of contrast and saturation:

Tech stuff and game design

Once again thank you for reading and keep coming back!









There's going to be more lighting themes as more levels are built.I save reusable lights as prefabs and add ambient and fog colors to the library for quick access. I just wish baking was done in HDR...I'm still questioning whether to stick with the navigation system that Unity provides, or get acquainted with the A* pathfinding system. Personally I'm beginning to feel that the NavMeshAgent system is like CharacterController component: easy to use but rather basic.There were some issues where opponents didn't really look very efficient when moving along the calculated path (turning way too slow and bumping into walls etc) but most of those issues were resolved by tweaking the numbers. Still, the aftertaste of it all is rather blunt because the system is missing some deeper, in-depth controls and functions.Plans have also been set up to make the first video of the game as soon as possible, which will give you a more broad glance of what the game will actually be like. No date has been decided yet but we'll expect it to be ready within a month or so.