DevLog 7: Lighting Effects
I have been looking for some technique or effect that would help the Blastronaut game to stand out more. I've been experimenting with post-effects and colour grading but nothing looked right, until now. Last week I added lighting effects, and it is actually a relatively simple technique that doesn't tax the GPU too much either. This is how the game looks with lighting:
Here is how I implemented it. A cave without lighting looks as follows.
I think the tilemap looks quite nice, but the background is really boring. Here is just the background layer without lighting.
The lights are added to a different tilemap that is located between the background and foreground tilemaps. The tilemap is additively blended to the background and the light is just a big blob that is tinted to match the biome colour
Here is how the background layer looks after adding a lot of light blobs:
The light is toned down to keep the contrast and the foreground tile layers are rendered on top.
And that is the technique. I hope you liked it.
Don't forget to try the Blastronaut demo, although it doesn't have cool lighting effects yet, the gameplay is still really good.
Get BLASTRONAUT
BLASTRONAUT
BLASTRONAUT is a mining game in a procedural alien world. Explore, extract and profit.
Status | In development |
Author | Perfoon |
Genre | Adventure, Action, Platformer, Role Playing, Survival |
Tags | 2D, Explosions, mining, Procedural Generation, Trading |
Languages | English |
Accessibility | Interactive tutorial |
More posts
- Early Access begins July 27.Jul 18, 2022
- DevLog 12: Steam Festival Results and TipsMar 03, 2022
- DevLog 11: Unique Crafting SystemFeb 12, 2022
- DevLog 10: Networking Synchronization for EnemiesJan 19, 2022
- DevLog 9: Explosive EnemiesJan 12, 2022
- DevLog 8: Building EffectAug 04, 2021
- DevLog 6: Upcoming BugsApr 28, 2021
- DevLog 5: Key Art to AnimationApr 21, 2021
- DevLog 4: Making the Key ArtApr 14, 2021
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