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Releasing Friday, 15th of Nov, Alpha 3!

🕑 Added 2024-11-07 15:17:08 +0000 UTC
Releasing Friday, 15th of Nov, Alpha 3!
Releasing Friday, 15th of Nov, Alpha 3!
Releasing Friday, 15th of Nov, Alpha 3!
Releasing Friday, 15th of Nov, Alpha 3!
Releasing Friday, 15th of Nov, Alpha 3!

Comments

Mobius Dark

That makes so much sense and I completely understand not wanting to port to Unity 6. I'm just happy I was able to put to words the thing I couldn't quite put my finger on for months. Regardless, keep up the great work, you're clearly pushing the boundaries to the limit with what you have to work with and I couldn't be more grateful for your hard work.

DD666

Nice to hear that you've recovered!

Jari Vuoristo

Thanks for the feedback! This is why I don't like Unity, the lighting just sucks. It's impossible to get anything realistic looking out from the engine. There is no real reflections, no shadow blur (well, the built in ones tries to do it with poor quality), tons of limitations with VR and single pass rendering (mirrors & reflections). I know the new version is way more advanced, but they also ditched the old render engine, meaning none of the shader will work any more. I'm not gonna port FD3 to Unity 6.

Stev

im very exited :) cant wait for the Alpaha 3 :) I have another question, can you still play Alpha 1 & 2? I tried Alpha1 some time ago and somehow it didn't work? can you help me how I can play it again? thx a lot greetings

Mobius Dark

Awesome work, and I’m glad to hear you’re feeling better! Please take the following as well-intentioned, constructive criticism. I assume this is a creative decision you’ve made intentionally, which is perfectly fine since this is your art. That said, there’s one aspect I couldn’t quite put my finger on until now, but I think adjusting the lighting or surface light behavior might enhance the realism. For example, it seems there’s a lack of realistic light reflections. Imagine a light bulb in a white room: it illuminates the space much more effectively than in a dark room because the light bounces off all the walls and surfaces. In these screenshots, for instance, the room with eight large diffused lights in real life would appear more evenly lit. The shadows on the walls wouldn’t be as dark, and the floor wouldn’t seem so dim compared to the brightness of the light sources. The most noticeable aspect is the shadows of the lights on the wall and ceiling. This also relates to the reflections on wet skin, which sometimes appear a bit too bright relative to the overall darkness of the scene. Again, you’re doing fantastic work! This feedback is just a suggestion for improvement if you find it helpful. Your artistic and creative direction is entirely up to you, and I’ll happily support whatever path you choose.

Max

Good to hear from your revcovery Jari. ❤️

Stepdad

Fantastic news both on the game and on your recovery path❤️


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