Tech demo for tile-based shadow casting
Unfinished. In its current state, it's a single-level tech demo for tile-based shadow casting. But it has music, so there's that.
Control the player with the arrow keys. Press escape or q to quit.
Frameworks / Libraries used:
Man, that gave me that feeling you have when you finally get a system in your game working and you just run around your level staring at it, and I didn't even make the system! Haha. This looks like a great system for you to implement in a bigger game, so congrats on getting that done this weekend! I was thinking while moving around, I'd love this type of vision system in a TD shooter of some kind.
Thanks for the feedback, guys!
@Dekori yes, that system-is-finally-working experience is always nice :D I was also thinking that this could be expanded into some kind of top-down shooter, maybe with stealth elements. If only there were more than two days in a weekend!
Congrats on the shadow casting system, it works great! I hope you'll get to use it in a future game/jam entry :)
Here's the gameplay I imagine around this:
Very cool tech demo! It seems to be working flawlessly!
Due to the "priority" of the movement keys, causing simultaneous presses to cancel each other out in different ways, movement felt a bit uneven. Perhaps the last movement key pressed should always get precedence, so that you can always change direction in a hurry. Preferably, perhaps diagonal movement should also be possible.
A gameplay idea that could be an inversion of the current demo, could be this:
Light and shadows roam,
changing with me as I move.
Filled with potential!
@Somnium You're totally right about the controls. Even if I'd like to keep the non-diagonal controls, the most-recently-pressed-key-getting-precedence makes a ton of sense. And nice gameplay ideas, this tech would indeed be nicely suited to some form of stealth game à la Thief, Dishonored, etc.