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11092020

Spent the entire day reworking the way the lighting works, with the goal of improving the overall texture and feeling of night-time environments. I started by creating three separate light layers – previously, there was only one, which was essentially just an overlay, which made the effect look cheaper – separated by artificial height: the lowest for light cast upon the ground, the middle for light cast upon objects, and the highest as a general masking overlay effectively identical to the previous implementation. There’s a bit more depth now to the shadows, although it still needs a good amount of work, especially with objects (ideally I’d like for objects in the foreground to be completely blackened out until Avery passes in front of them). 

I think I’m gonna continue working on it for one more day at the most. The current implementation is not great, but I think it’ll work well enough for its intent, which is to create a constant sense of uneasiness and disorientation for the player, and to make night-time traversal difficult (to encourage players to take shelter). 

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