Thursday, October 7, 2021

Maintenance Break project - introduction part 2

 First room

Now that I have my character done I focused on creating the first room which won't really have much inside. It's going to be the entrance to the factory so it will be just elevator door and camera above it (I skipped camera for now). The room is also going to be testing ground for all the basic mechanics I'm planning to develop later. Even though it's very sterile empty interior I tried to give it some subtle spot lights here and there.


In GDevelop I used the isometric template as the base for the game. It had only one problem.When character stopped moving it had only one image when standing so it always rotated down to face camera. I included 8 different images for idle so that when ending walk the engineer is facing direction he was going. Other than that I set the basic controls, collision for walls and camera being constantly centered on character.


Lights

It that was some start but I wanted to brightness of the character change depending on where he is positioned in the room. To do that I created special invisible in the scene collision objects that affect the colors of the character when in contact with the sprite. Those were made for the shadow. For britht spots on the other hand I added bunch of glow assets that have their blending mode changed to Add in the Event editor.


The on and off for darkened and normal character is going to come in handy when there will be pools of shadow and it won't look weird on 2d asset when character will be half way in the light.



Next step I plan is going to be basic interaction with objects in the room.

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