Being a sad god, in hell in hot water

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You probably haven’t noticed, but I’m trying to write something three times a week lately, ostensibly on Monday, Wednesday, and Friday. Some days it really doesn’t come easy though, like today. Or like almost every day, if we’re being honest. So for the moment just let me complain a little bit and be done with it.

An obvious metaphor for game development is that of being a god. You literally say things like “let there be (a directional) light”, click a couple of buttons, and light appears in the world. But almost immediately a difference appears: you don’t see that it is good. It may be bad. If you are me, it may quite often be bad. If you are me, this may mean you are quite often sad.

Light specifically is something I continue to have very little grasp of in Unity. It’s so fundamental, so important, and I should so probably read some kind of foundational text about it and just “get it”, but I never do, and so my light misbehaves. In the current project (v r 3) I’ve had my share of difficulties with light, only some of which I’ve solved. Some of it is akin to just being a bad carpenter, with light shining through apparent chinks in the walls where it shouldn’t. Sadly there’s no Grout Tool.

But there are other, more cosmic tricks of the light too. For a while a strange “reflection” of the world was appearing like a vision in the middle of the gallery, appearing to show the outside of the gallery space. It was a little bit blurry, not unlike something you might actually see in a game, I suppose, for some narrative effect – but I didn’t put it there, it just turned up. I still don’t know what I did to make it go away. I turned some lights on and off. Destroyed some lights, created others. Now it’s gone. It may be back.

Some water in my gallery seems intent on being very brightly lit, no matter what the light situation “actually” is. If I turn the lights off, the water goes black, but if there’s the slightest hint of light in the world, the merest creeping of dawn, it blares bright white. Why? I don’t know. If I make a brand new world (which I can do, sad god that I am), and put that same water in it, it behaves fine – it just looks like water. As far as I can tell all the light settings and entities across these two worlds are identical. The water just feels differently about them, I suppose. I’ll probably have to make my gallery world from scratch just to satisfy this particular water.

Despite being god, I’m at the mercy of these irregular ripples of nonsense physics; I hover over the waters like an anxious parent over a troubled child.

22 February 2017
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