The Light that Was
A downloadable game
Meet Sam, she has always had dreams where she would end up blind. Until, she wakes up one day actually blind. All Sam has to go off of are her memories and sounds to navigate her home. Of course, Sam's memories might not be that good… Or, is there something more sinister at work…
Bedroom Only Currently. However, I already have other areas planned out, but first I want to get feedback on what people think before implementing them. And, no I won't tell you what they feature, that would just spoil it :P.
I cannot say what the minimum specs might be at this time, but I do know you will need a pretty good video card. Why? Because, it uses real time reflections and refraction, plus tons of post-render processing.
Update Notes 0.1.2
Added bounce lighting to the bathroom and bedroom.
Added sounds for secondary mirror event.
Use the 2 key to toggle Post Processing Effects on or off.
Made movement slower.
Increased number of footstep sounds.
Added respawn check in case you fall out of bounds.
Tested on Specs:
Intel i7 quad core 3.8ghz
Nvidia GTX 970
XBox Controller Supported
Oculus VR Supported
Left stick to move
Right stick to look around
B button to enter memory mode - can only look around
A button to interact while not in memory mode
Keyboard & Mouse
WASD to move in non-memory mode
Mouse to look around
LMB to Interact
RMB to enter memory mode
/ Key to turn off fps counter at top
1 Key to toggle refraction in glass on or off *
2 Key to toggle Post Processing Effects **
F key to enter memory mode - can only look around
E key to interact while not in memory mode
ESC key to quit
*Turning off refraction will more than likely increase your FPS.
**Turning off post processing effects will likely increase your FPS drastically.
***Spoilers / Walkthrough***
The order of the events are random. There are total of 8 events. Some events must be completed before others can begin.
Exit Door Event #1 - Nothing unusual is happening, lets try to get out of here!
Exit Door Event #2 - Can only be completed after all other events have been completed. You hear a latch unlock. Check the exit door.
Closet Door Event #1 - It begins to rain, and you need to get your jacket. Next event begins upon checking the door.
Closet Door Event #2 - Closet Door Event #1 must be completed and another event must be completed before this event can become active. You hear a latch unlock. Check the closet to grab your jacket.
Alarm Event - Check the red alarm clock to trigger the next event.
Mirror Event #1 - Giggling sounds can be heard by the mirror. Check the mirror to trigger the next event.
Mirror Event #2 - Giggling sounds can be heard again. Check the mirror once more.
Dripping Faucet Event - Head into the bathroom and turn off the faucet to trigger the next event.
Download Zip for windows and simply unzip to wherever you want. Then just run the: The Light that Was.exe
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I really like the idea of this game, but the way it 'works' right now makes it quite unfriendly to play.
I wrote a lot about my experience, but I decided to paste it into my rating review instead of spamming it on the comment section.
Thanks for the game, dev—really cool idea! Just wish I could have beaten it.
Yes, it is fairly dark, but to not be able to tell if you are in a corner or not is indeed your monitor. I have monitors with proper gamma and color tones set because I also create digital paintings. I have no problems telling if I am in a corner or not.
The game is meant to be tedious just as if you really were blind in real life. It is also meant to make you think. I will not hold your hand in this game concept. I will guide you with certain flags, but it is up to you to solve it. As to the jacket, where do you usually keep a jacket when not in use? Think about that and what is available in the room. However, I do agree with the movement being too fast and it could use some work. As to that one bug, you might have fallen out of the room space and thus in limbo. I need to put a respawn trigger in case that happens. Though, I have moved on to other projects now, so I doubt I will update this further.
As to your FPS, well that is expected on a 850m considering you are running it at 1080p. An 850m is less than a 750 gtx roughly. Also your 2.5ghz processor doesn't help. It is also a bottle neck due to the post processing effects. From those specs it looks like it probably is a laptop.
You also designed the game, so you're a bit biased when it comes to knowing what things are or aren't in the game. When you've never seen the room before as a player, you don't even know you're in a contained room yet. As for the darkness, I assure you it's not my monitor. I also work in graphic design and I've been using (and building) my own PC's for over 20 years. You aren't the only indie dev who makes their horror/suspense games WAY TOO DARK. I play a lot of them. At least provide a gamma option--perhaps it's just a personal preference.
Why would you make a game about the tedium of being blind...when you aren't blind? I've never once experienced a power outage that made me BLIND.
I understand that I do not have a top of the line PC, but this is not a top of the line game so that argument does not fly with me. If I can play Bioshock Infinite on high settings and run it with a decent frame rate, I'm pretty baffled why you think your single-room game gets a pass for such poor performance. This PC handles not only high end gaming JUST fine, but also 3d modeling, video editing, etc. Your game SHOULD work fine on a laptop. Many people game on laptops, and with modern laptops are quite powerful these days since smartphones and tablets have pushed hardware to get increasingly smaller. Just take the responsibility for not optimizing your game for more rigs instead of blaming it on your player.
It's cool you're onto new projects. I hope in your next one you work no optimization and the overall user experience. And perhaps don't make a game based on tedium using a disability as an excuse. Blind people don't live tedious lives, I know many blind people and that's a bit offensive.
And nope, no jacket that I could find. I obviously checked the closet, but as I said in my review, none of the doors would open anymore. They only prompted sound files to be played.
Cheers mate, good luck on your next game!
Wow, just got around to reading your post, sorry about that.
As I stated before, the most intensive part is the post processing going on to achieve the noise + vignette + bloom + fisheye + motion blur + DoF + Fog + SSAO, which does not rely on the video card as much. Instead the post processing is very cpu intensive for those effects, even though some of it is achieved through shaders as well. But each one requires another pass from the cpu to the gpu and back. If we count those, then there are 8 passes not including the original render passes.
I have gone back to check on the brightness of it, and have added bounce lighting to the bathroom and bedroom. I also tested and retested the closest event. The closet event for the jacket is working properly. The event that might be throwing you off is the secondary mirror event, which has no sounds to lead you back to it. This one people might have trouble with more so than others. I have added a sound to this event as well.
I have also added the option to remove the post processing effects.Turning these off should improve your performance. Press the 2 key on the keyboard to toggle them on or off.
Other changes: Slowed movement speed, and increased amount of footsteps heard to correspond with slower movement.
Wow, that took long for me to realize I have to use RMB. LMB is interact as well, right?
I seems to work mostly ok on i5 6600 + gtx 750 ti but it seems to be capped at 30fps (or perhaps that's all it could do on that system at 1080p).
I forgot I made sure the usual Fire Buttons were used for interaction as well. Yes, you can use LMB to Interact and RMB to enter memory mode. I will add that up top to the instructions.
I am currently working on optimizations right now. The main culprit for the performance hit are the two mirrors updating every frame. I have since fixed that on my local version to only update when needed via scripting. I have also made it so you can turn off refraction in the glass as well. I am optimizing the real time Global Illumination by baking as many objects as I can. Plus, some bug fixes as well. With the new optimizations I am now seeing about 100fps on a single gtx 970.
What is your monitors refresh rate? Currently fantastic mode has vsync enabled and thus fps is limited to the monitor refresh rate. I will mess with turning off the vsync and see if there is any tearing. If not, then I will leave vsync off.
I like the concept, it runs ok for me but I would recommend you Optimize your versions in the future because if you need the highest quality computer it will limit how many people can play it.
What are your computer specs?
It is partly optimized right now with the lighting all baked in. There are two things that could possibly be optimized further: the real time reflections and the real time refraction. I forgot to add, that you can shift+left click the .exe to change settings for the quality level, resolution and such. I didn't disable it, it is just hidden. However, I don't recommend going below the Good quality level, otherwise it disables the real time reflections currently. I will release a new version with an FPS counter and optimized reflections.