This week we spent some time in Aseprite and worked on bringing our main character to life. Way better than that blue dude before, isn’t it?
Today we’d like to present your our current state of the lighting system:
- Real time shadows are evaluated by the sun direction and fade out within the created mesh
- Lightmaps bring dynamic lighting into the sprites
- A custom shader lets sprites receive lighting and shadows
This week we spent some time figuring out our main character Ketu. A rogue-ish and agile person, grown up on the road, travelled from far away to finally find some answers. But answers to what questions? Well, we won’t tell you yet 😉
“But can’t I play as a woman instead” you ask? We got you covered. Customization options are already planned, to enable you to change up your character to fit your taste. Neat, isn’t it?
Last week was mainly influenced by shader work and bringing the mill to life.
The sunset hits the land when we arrive the farm. But there is nobody home yet…
Maybe our real character will find him on next #ScreenshotSaturday?
Check out our second scene with weather effects.
For this weeks Screenshot Saturday we present you our second location: The old mill. Down by the creek and over the old bridge lies the home of a lonely old, broken farmer, tending to his crops and waiting for the fall.
It is the second stop the player reaches in our gameplay demo. We tried to create a solitary and melancholic atmosphere here, do you think we managed? What detail do you like, what gives you the feels?