02022021
Not too much to write right now because I mostly just worked on graphics today (and also because it’s both cold and late). I implemented the feature I discussed yesterday, which gradually blurs the screen and occludes the player’s visibility over time during rainfall. Pressing the interact key at any time (I still have to develop a better check for collisions with other interactive objects) will put Avery into a special state in which she wipes the rain out of her face, temporarily clearing visibility. The effect itself features a base Gaussian blur applied evenly over the entire screen, and a sprite-based vignette which slowly fades in depending on the level of the blur. I’d like to experiment with making the vignette darker but in the meantime I think it works well, and also sets up a good precedent for further vignette use later on.