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Thank you Roxus!@Arkhanis Your game looks very environmental and cool.
The look and feel of the game is very... welcoming.
As Kes and ShadowDragon have pointed out, the cave being so bright feels a little off.
Maybe adding one of the Light scripts like Shora Lighting System will work really well with the feel of your game?
Edit: Cave looks a lot better with the Visibility script.
Gives it a much more natural feel.
I think the map looks very neat. Just to put forth the opinion, I feel you went overboard on the lighting effects.The twin forge, where you'll be able to get your augments crafted, provided you bring the materials and coin to do so.
Funny that you say that. Those southern lights I JUST added lol. I suppose I'll just get rid of them. Not a big fan of those either. I'm not very well versed in the way of lighting and I don't think I can make the southern lights look any less awkward.I think the map looks very neat. Just to put forth the opinion, I feel you went overboard on the lighting effects.
Unless your world has multiple suns, you wouldn't be getting equal amounts of light coming in the windows on the north wall and the south.
Also, some of the lighting seems a little inaccurately placed - in the forge map, you can see the southern light is overlaying the ceiling above the window.
The same is visible on your other screenshots where there's light coming from the southern ceilings and also on the walls surrounding the northern windows.
If they were dimmer than the northern ones (or if the northern were dimmer than those) then it would create a sense of directionality that might feel more natural. As it is, they kinda jumped out at me from the picture as, "Oh, the sun is shining from all directions."Funny that you say that. Those southern lights I JUST added lol. I suppose I'll just get rid of them. Not a big fan of those either. I'm not very well versed in the way of lighting and I don't think I can make the southern lights look any less awkward.
Absolutely legit points. Appreciate it too. Making them a little more dim might indeed help. But yeah, I don't think I can transform the light in a way that makes it look better, so getting rid of it it'll be lol. Think they lood good enough without them too.If they were dimmer than the northern ones (or if the northern were dimmer than those) then it would create a sense of directionality that might feel more natural. As it is, they kinda jumped out at me from the picture as, "Oh, the sun is shining from all directions."
Of course, just my opinion.
But there would still be the placement to adjust.
That is true as well. And not something I can even attempt to fix as this would either require me to do paralax mapping, or make shadow tiles for eyh individual shadow. Neither of which iI can do.@SGHarlekin There is a separate issue with the lighting. I'll use an example from the first map but you will find equivalents in all the maps.
View attachment 245326
The sprite is in front of the window. The light from the window naturally falls on the couch and lightens/brightens it. That's fine. But if you look at the sprite you can see that the light is also lighting up her front. That is an impossibility. The only part of her which would catch the light would be the top of her head and maybe her knees if the light were high enough. (It's not, imo). Her front should be in the shade.
If you go down a couple of maps to where you have stacks of wood in front of the window. Not only is the front of the stack illuminated but so is the floor, right up to the beginning of the stack - yet that should be in shadow.
Overall, everything is lit as if the light source were in front of the objects, not behind them.
This doesn't bother me as much because I'm looking down at them from above, so I think it's about correct that looking down through a shaft of light would cause what's underneath to look lighter.There is a separate issue with the lighting.
Thanks! I'll definitely try those out. I've just started going in and dodging various places where it feels like the sunlight might also hit, and I think we're getting closer. I appreciate the feedback!@Gabrelik I think what you have, as is, looks great. I like the shading on the trees, the straw roof, and especially around the lanterns.
In terms of the light rays, I'm not particularly put off by them either. I like what you have done and described with the blur and opacity.
Since you are asking for suggestions, you could consider trying:
However, I still think what you have looks very good.
- Angling the rays from a single point of origin instead of having the rays be parallel
- Adding a very subtle radial or diagonal gradient to suggest ambient sunlight, either in addition to or instead of the rays