Author Topic: Sweet new lighting system  (Read 10519 times)

Numeron

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Sweet new lighting system
« on: July 14, 2014, 11:23:37 AM »
This isn't for anything specific, but after some rigorous development I've added a lighting system to my game, and I just wanna show it off :D

https://www.youtube.com/watch?v=3_NXUkbeOD8

Lights like are displayed in this video will be in the dungeon, but not part of FOV. That will remain traditional blocky cell by cell so that the players can easily see whats in FOV and what isn't.

Hopefully this will add another level of atmospheric appeal to my games in the future!

Samildanach

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Re: Sweet new lighting system
« Reply #1 on: July 14, 2014, 01:03:23 PM »
Very swish!

stefoid

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Re: Sweet new lighting system
« Reply #2 on: July 15, 2014, 04:04:09 AM »
That looks great, but I wonder how it goes with tile-based/turn-based systems?

In the DungeonBash, I am using tile-based lighting - so it is doing essentially the same thing, except tiles are the lowest unit of light, if that makes sense.
My squad-based tactical roguelike for mobiles:
http://www.dungeonbash.com

Endorya

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Re: Sweet new lighting system
« Reply #3 on: July 15, 2014, 11:10:47 AM »
Man, it does look awesome! You will be able to add some really nice effects with it. Source code? :D
« Last Edit: July 15, 2014, 02:30:08 PM by Endorya »
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Paul Jeffries

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Re: Sweet new lighting system
« Reply #4 on: July 15, 2014, 10:45:51 PM »
Very very purty.  How is it being done?  Pixel shader?

Numeron

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Re: Sweet new lighting system
« Reply #5 on: July 16, 2014, 12:23:43 AM »
That looks great, but I wonder how it goes with tile-based/turn-based systems?

In the DungeonBash, I am using tile-based lighting - so it is doing essentially the same thing, except tiles are the lowest unit of light, if that makes sense.

I do have a cell by cell lighting system in place, but its hasn't been used in any of the games made with this engine for a few years. When using actual extinguishable light sources like I have its really hard to generate levels without small areas of shadow in the middle of a room because its just sliiightly to large for the torches, and other similar probems like that. These lights are just for show, there's no gameplay effect. I'm putting them in because I'm ramping up to something commercial and it needs to look good.

Very very purty.  How is it being done?  Pixel shader?

I followed the tutorial here, with some minor variations. To achieve what I wanted I have used one shader, but its essentially only a slightly more advanced alpha mask.
« Last Edit: July 16, 2014, 12:25:56 AM by Numeron »