06062019
Finally got the day-night cycle working as intended. Created lighting for both the player’s vision, which uses dithered tiling to represent visibility, and a much stronger light source for actual light sources (in this case, the campfire, but in the future, things like the emergency flare, the hand torch, the improvised torch, and the chem light), which aren’t dithered. The lighting changes dynamically and is directly tied to the time of day.
I also implemented a shadow system (well, one script: draw_sprite_shadow), but since it’s entirely based around the sprite dimensions, and since a good number of the player sprites are off-centred, the alignment is off and it consequently looks like shit. So for now, I’m keeping it out of the game; but maybe later, I’ll be able to revisit it and get it working properly.
Tomorrow, I think I’ll work on a smoke effect for the fire – it’s a pretty straightforward particle system, I don’t imagine it’ll be too complicated or time-consuming to figure out – and hopefully afterwards I’ll have time to work on another system.