In the first picture, just a quick mock up of a cave network. Placing torches on the wall certainly gives the players an idea of where the light is, however it is just not that defined.
Taken into Photoshop and using the burn tool, several areas are targeted to suggest a difference in lighting in areas inside the cave network. Trying to figure out how to translate this into Tiled this week.
So far, the results have not been good... wish me luck.
UPDATE: So, here is an updated version of the cave network mock up, using 'light' tiles on their own layer in Tiled. Because the tile editor allows for transparency/opacity, I took down the light layer to approximately 65%. Initially the light tile was create in the scale similar to the map: 64px x 64px. The first trial produced less than stellar results. By taking the tiles and saving in a 128x128 scale, allowing for greater curvature in the lit area - or the light circumference, it does let the viewer know the approximate distance that the light source is giving off and differentiating those areas to not lit ones.
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