
Development Update - Real time mirrors, are they worth it?
So I've finally implemented a real time mirror that doesn't totally crash the game. I must say though, its a performance hog. I have a fairly high end PC and I consistency get around 60fps (frames per second) which I'm happy with. I'm targeting 30fps as this isn't exactly a twitch shooter. The problem is that this mirror, the one you can see in the screen shot. Causes my machine to dip to around 40FPS while in front of it. While that is somewhat acceptable the frame dip is no

Development Update - Voice Over
I've been very busy over the past month with organising the voice over for the game. I didn't think I'd need any this early on but I want to include some of it in the trailer I plan to release in the coming months. I did have some scripts written some time ago but it was time to re visit them before getting them recorded. Upon re-writing I have greatly expanded the mythology and some of the finer details I hadn't considered before. It's actually a great advantage to the entir

Development Update - Dynamic Lighting
Just a quick update this week. I've been optimising the lighting system. One of the key gameplay mechanics in Karma is the lighting system. Lights are your only defence besides hiding. Because all lights can be turned on and off and almost every item is movable/examinable, I'm unable to bake lighting information into the textures. The ghost in the game can be temperately disabled if you turn a light on while she's right beneath it. If she walks into a light that is already on