Spellcaster Studios

Make it happen…

Tag Archives: lighting

Cracked lighting

As I mentioned yesterday, I got a small problem with the lighting of the cracks… What on paper seemed like a good idea, a decal that would illuminate the surrounding area, in practice it looks terrible when an enemy passes through it: The solution I found to this problem was to do some vertical attenuation… […]

Split mechanic and good ideas on paper…

Today I implemented the split mechanic… I wanted something to beef up some boss fights, and I decided to implement a split mechanic: when some robots explode, they spawn two (or more) versions of himself, at half strength… Visually, it’s not done (it’s too sudden, needs some transition, like an explosion or teleport effect), but […]

Per-pixel lighting

First draft of the per-pixel lighting on “Gateway”… It’s a bit hard to see the effect, because the vertex density is quite high normally. Per vertex: Per pixel: You can notice it especially on the edge of light behind the player… Still missing the per-pixel lighting on the other shaders of the game, but it […]

Crystals

Just added crystals as props on the cave areas… and for good measure, decided to add a lighting effect to them, to spice up the area a bit, especially because the cave levels are all dark (the only source of light is the player’s flashlight). It turned out better than I expected: I just added […]