For a little bit now I've been considering moving, what I call the vignette lightning thingy, infront of the player rather than behind them. After some tweaking the results looked pretty good-
The engines a bit edited there since they're standing by a bright light source yet it's at the max darkness level.
Also put in some code that works out how dense the lighting is and if there is enough lights then the whole lighting system is turned off (which is about 1 light per 320x240). Needless to say it all works swimmingly
Also gave it a run through and after 1hr 15mins I got to 10% completion. As far as progress is concerned we're up to 15% but it's up from a LOT in the past month or so. With this kind of progress it's looking to be a Spring '09 launch.
To get things running a lot quicker I've enlisted the help of my sister to whip up some levels. Also got ourselves a proper studio name that we'll be announcing soon(ish).
And it'll be Tormi's birthday in a few weeks! 2 years old! Starting off as Sam 2, then a uni/caving simulator, then as an experimental platformer, now as something much bigger!
But for : There's a part in the game where you head to a powerstation to restore power to a big chunk of the world map, no power hungry machines or lights work until you've done this side quest. Only it's been the source of a few bugs... Like some actives will vanish and Tsol's CPU movement freezes. All levels have the same objects and coding so I don't know why a couple of frames can be problematic.
Good god no, infact you even get the torch about 20-25 minutes (or less than 5 the right way) into the game and before that only a few corridors are dark.