For the midterm, it was all about getting the space entirely playable. Ultimately, one of the largest hurdles was getting it to look nice. I ran into some UV issues (such as being very inefficient)– something I’ll have to look into and fix in the near-future.

I spent a good chunk working on lighting. Working with both emissive textures and Unity light maps was something quite annoying; not difficult. Waiting for Unity to bake lights and whatnot is something I didn’t like, especially for something as iterative as lighting.

A lot of issues was working with Unity’s HDRP, which made the exporting of light maps super difficult. The file sizes are massive, despite the textures looking not as high resolution.

What’s cool is that since you’re a magnetic robot, you can actually go and stand on anything magnetic (given the puzzle makes sense). This gives vertical spaces a feeling of being horizontal!

You can even stand on the ceiling!

I’m trying to get the feeling of Sovietpunk as well as possible. So there exists a lot of cyberpunk-esc Russian scattered around! I even got a friend from Russia to do voicelines for a eerie PA system! I’ll figure out how to do that when I implement sounds.

As for the Atlas, like I mentioned before, this map is modular by definition, but is modular for the sense that it can be iterative.