Level transitions in SoM , and lighting

#1
Hello folks

I would like a few opinions on what I am debating over, and this will affect how my game turns out. Yes, all 25 base levels will be either changed or kept as they are depending on how I go about this.

So, after putting it off for a long while and reading up on map transitions in SoM, I decided to do a test to see the transition from a light to dark area. It doesnt work well at all by using the least 'scene' like approach, having no black on /off or white on/off.

There will be no warping through objects or items in my game, as I want the player to get the sense of adventure and playability... So it means I need to either get the lighting standardised across the whole board for my levels, or simply break the immersion feeling that I have tried very hard to preserve.

The problem is that I have outdoor and indoor areas. If I were to standardise the lighting universally, it would probably be based around the indoor, darker areas meaning outdoor sections would suffer in terms of visibility.


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Level transitions in SoM , and lighting - by Verdite - 2014-05-11, 05:27 PM



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