- Nov 8, 2020
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Is the design intent for interior levels created with exterior lighting (say with stained glass windows or something) going to be following the proper day/night cycle and N, S, E, W design? IE, will the exterior light source be dynamic?
I'm asking mostly because of the user creation tools. I've noticed most games usually just stick lighting onto a fixture static (in my experience with in game build tools). I mention this because the day/night cycle is an important gaming mechanic.
If that is the intention will we be able to load an exterior skybox to represent the element detail? Preferably taking a snapshot of the true exterior and loading it 2d/iso? (so we can get proper skylines and exterior featurse seen through windows)
Asking mostly because instanced stuff rather than overworld integration will often allow for more detailed designs given console constraints on memory.
I'm asking mostly because of the user creation tools. I've noticed most games usually just stick lighting onto a fixture static (in my experience with in game build tools). I mention this because the day/night cycle is an important gaming mechanic.
If that is the intention will we be able to load an exterior skybox to represent the element detail? Preferably taking a snapshot of the true exterior and loading it 2d/iso? (so we can get proper skylines and exterior featurse seen through windows)
Asking mostly because instanced stuff rather than overworld integration will often allow for more detailed designs given console constraints on memory.