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Bi-Weekly Update #42

So, after a break due to irl stuff, I return to development of Immortal Sins. Along with fixing reported bugs, I have done some work in improving the game.
Graphical and Lighting updates:
While still waiting for some artwork, I worked into improving the presentation and some balancing. In the graphical department three things were applied:
1. Transition for the ship. Having the ship sprite (which is pretty small) is really silly (and pretty funny) when it’s in a city map. Instead of that, I created a transition so it looks nicer and fits much better:



2. Changing the doors. This a bit more practical, since the doors are usually bigger. And to avoid smashing heads ;-)



(This was taken from an older developer build, so don’t panic)
3. Re-work the lighting. The current lighting is fine, but it has it’s own issues when I’m working on interiors. Since tinting the screen ignores the overlays I am using on the interiors, they can look like they just simply sit above the game area. Plus the night tint doesn’t look nice in some areas when I include assets for lighting (such as a lantern or a candle) since it looks like they don’t light up the room or area. For practicality and visual improvement, I redone the lighting in a similar fashion shown in the Crystal Cave. This is a much improved solution, as the lighting is much more custom and it’s less of a hassle to update the overlays used on the interior maps, as the lighting is rendered above the overlays.



That is all for now. See you on the next post.

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Neat to see the focus on polishing these aspects of the game: it helps breathe life into game worlds when developers do such things!
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