That being said, it was not a completely smooth ride. But since the constant thought was "We need multiplayer in this", we wrote systems and code, so it was easier to add it eventually. We had our core systems set up and did a few levels. Multiplayer development came a bit later in our development cycle. Because of that, the levels are designed in such a way that multiple people can contribute to the final escape. We wanted the game to feel like a real-life escape game, and that includes being able to be there with your friends. Multiplayer was also one of the core pillars when designing Escape Simulator. ![]() Dynamic objects (objects you can pick up, move, rotate) could not go in static lightmap, so they were getting light information from the light probes. Room walls and big stationary models were all baked to only one 1024 px lightmap. The trick here was lowering the strength of this main light so baked lights can take their part because they were mainly responsible for creating mood. So one real-time light (wide spotlight) is always in the center of the room, shooting down to create good contact shadows. The main reason was that it would give the players a smoother gameplay on mobile devices. Harsh lighting with crisp shadows would interfere with that goal.Īs for the light technicals, we managed to get great results with only one real-time light. NGSS is a Unity lighting plugin that enabled us to create optimized and high-quality soft shadows, which were essential to us because we were trying to create a comfortable feel in all the rooms. That proved to be a great solution since we encountered fewer bugs in physics and had a faster workflow. In the game, we do not have colliders that line up perfectly to objects, but we approximate with collider shapes that are easier to process. ![]() In VR, the experience has to be smooth to avoid discomfort, so we had to adjust how we handle physics, so it is not too expensive for the CPU. For example, throwing is much more natural in AR/VR environments than in standard PC controls. Transforming screen-based interactions to 3D came naturally since the game was imagined for those kinds of motions. Physics in VR and AR work similarly as on PC, and the main differences are the interactions with it. They will be able to duck down, go behind the objects, look at them from any angle which works wonders for immersion and is a strong differentiator in the genre. Players in AR/VR will have a full range of motion. AR and VR have been the key features of Escape Simulator from the start, and the game will be out for these platforms after the PC and Steam release.
0 Comments
Leave a Reply. |