GM Ethos
Staff

Work on the new client continues; I've been tinkering more with the shadow code. It is now properly layering the shadows according to the light level, and calculating light sources (mostly) correctly, which is quite visually pleasing. Unfortunately, the way this works in Godot makes autotiling the shadows extremely slow; I'll probably switch back to box shadows while I work on more of the game and come back to it later to make my own implementation. Autotiling algorithms aren't very complex, but quite time-consuming, so I can get around to it eventually when I'm closer to feature parity. I've already wasted hours on lighting and movement code today; it's always the lowest-level stuff that takes the longest. As you can see, the GUI is present, albeit nonfunctional, and the player is loading in and turning to face the direction it's moving. Onwards!

(video snipped for dev sanity)