Hey guys! The game has come a long way since we first started working on it. We put together some comparisons to see just how much everything has changed over the years.
In case you were wondering about the post title, we also spent some time improving the foliage in INFRA. We turned on "alpha to coverage" for all foliage. This basically allows the leaves of trees and bushes to be anti-aliased. It's not really visible in the thumbnail, but be sure to click the image and marvel at its full glory.
We also made some changes so that the foliage sways in the wind now. It looks super amazing and really makes the levels come to life.
The flashlight also has volumetrics now. It basically looks like that it illuminates dust floating in the air. Adds a ton of atmosphere to dark levels.
It's really expensive to render at the moment, but we are hoping to optimize it so that it runs a bit better. If that doesn't work, we'll just leave it as an option for the "ultra" graphics level or something.
It has been a fruitful couple of weeks. Oh, and we're hoping to get a new gameplay video out in the near future, so stay tuned for that!
Awesome update with some awesome media. However, does anyone else notice the hand holding the flashlight looks extremely weird?
Oh, the hand textures are quite screwed up at the moment. We're planning to completely replace the hand model so that's why we haven't fixed it.
Absolutely amazing environment textures!
Damn, Source at its finest.
The difference aren't big(well except the 3rd and 4th image) yet they make the game looks some much better.
How are you currently doing the flashlight volumetrics?
You could try adding a cloud of floating sprites in the players view frustum, which are only visible by illumination from the flashlight. The sprites should not move with the player but on their own and spawn/despawn based on visibility.