DevLog 3: Let There Be Light


Afternoon!

So today I've been working on lighting. This is a tricky one for me as I love the baked in lighting of Megaman Legends BUT it limits how I can reuse assets without making them with shading from different sides which would cripple development speed. For this reason I've been trying out some Cel Shading looks. I've followed a super handy tutorial found HERE by Matt Aspland. Here is a before;

And After;


I like it but the shadows are still quite fuzzy on their edges so going to toy with the whole thing some more and will report back in my next update.

In other news I finally worked out a process by which I can Asset Build in Blockbench, then via Blender I can export out a model with the animations working! This means already my environment feels more alive with a spinning windmill but it'll allow a lot more fun little movements in the world to lessen the static feeling.

As I've now gotten almost all the hiccups sorted with 3D assets I can begin level planning using Grey Boxing to speed up the planning and in the evening can do modelling when I'm away from the PC (thank goodness Blockbench runs on my laptop and iPad perfectly as I find model making super relaxing).

Oh and new asset time!

In the game Save Points will be little huts run by "Save Corp". They'll be in the town but also in the tower. These huts I wanted to be lofi but also a beacon in a dangerous dungeon so what better way than adding a spinning neon sign to the roof?!


The inside is empty currently as the plan is to have it "manned" by a happy helper dog! I'm still working on his sprite though (I'd also like to fill the inside with cute little nick nacks to make it seem lived in).

So that's all I have for today! :) Hope you enjoyed the read!

-Timbo

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