Shape Insurrection – Darkness.

So I decided that in order to make the game more interesting (and to some extent put less pressure on the intelligence of enemies for difficulty) I am going to implement some funky lighting. Each rooms lights are activated when the player enters the room’s collider. Each room has its own layers (there are also some layers to allow for walls that intersect), and the lighting is layer specific. The only light in the game which sees everything is the player light, this is mostly in place to prevent room transitions looking weird and help players see enemies when approaching dark areas. Here are the rest of the shots to show off the lighting.

Nothing but the player light

Nothing but the player light

Room 1 Lit

Room 1 Lit

Room 2 lit

Room 2 lit

Between 2 rooms

Between 2 rooms

Room 3 lit

Room 3 lit

The 3 rooms currently in game are meant to serve as introduction to each of the games mechanics. The first room shows the starting point and a closed door. To get through the second room you must open 2 doors and to get through the third you will need to fight some enemies. The non-existent forth room will be full of hazards.

Advertisements

Leave a Reply

Fill in your details below or click an icon to log in:

WordPress.com Logo

You are commenting using your WordPress.com account. Log Out / Change )

Twitter picture

You are commenting using your Twitter account. Log Out / Change )

Facebook photo

You are commenting using your Facebook account. Log Out / Change )

Google+ photo

You are commenting using your Google+ account. Log Out / Change )

Connecting to %s