New this week
This week I discovered a crippling issue with the prefab lighting. None of the solutions are preferable but some are better than others. Alongside this I created the first draft for tile TS1_1x1_2 and added 1 additional item.
Lone item
| Noble’s Cloak | +200% Gold Multiplier -50 Max health No gold retention for the run |
This item marks the 4th addition to the item shop and promotes a high risk, high reward playstyle.
Tile Art
I do need more trinkets but I’m having a good time re-using a bunch of older assets. This tile will definitely need more work done to it in the future. However, this is a first pass and its good enough for now. Also I definitely need to figure out how to decorate the upper floors in general.
Prefab Lighting issues
So last week I spoke about the issues the prefab lighter has with prefab variants. Unfortunately, the problems run deeper than I expected, and I think I’ll have to forgo prefab variants completely. As it currently stands, every prefab sibling will inherit the lighting from the most recent bake. I’ll briefly look into seeing if I can fix this issue, but I doubt it. A possible solution involves converting the prefab variant an original prefab. This solution is dubious at best because if I make changes to the template, I’ll have to rely on the shifty new-ish prefab tools to reconnect it. And I do not trust those tools. The other alternative, and the one I will probably go with, is to create a new original prefab based on the variant. The tedious part about this solution is I need to replace the new “baked” prefab every time I make a change. Another thing to work out is whether I want to bake the lighting on the variant or the “baked” version.
What’s next?
Same as last week, more art jail and any simple items I can think of.


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