Lighting

#15 Shadows and Storyboarding

 

SECRET

DigiMastered Works LLC

Office of Development

DMW107IB1015

Date 10/04/2022 02:00 PM

THIS IS FINALIZED INTELLIGENCE

 

To: The People
From: Tanner Fry
Subject: Shadows and Storyboarding

 

A Dynamic World

    Bringing life into the game requires mimicking nature. That could mean adding grass, trees swaying, wind, storms, and even specific sunlight in different scenes. Over the last month small amounts of development has taken place. Mostly with storyboarding but a large accomplishment can be attributed to integrating shadows. Cue the showcase:

A visualization of shadows for environment objects and buildings.

Shadow Timelapse

#13 Enhancing Scenery & Buildings

 

SECRET

DigiMastered Works LLC

Office of Development

DMW107IB1013

Date 08/03/2022 12:02 PM

THIS IS FINALIZED INTELLIGENCE

 

To: The People
From: Tanner Fry
Subject: Enhancing Scenery & Buildings

 

Water Shading

    For a while now I've been trying to tackle the issue of depth on the map. One area of concern was the map's terrain. Currently, the terrain is split into 9 regions. They are as follows: Water Deep, Water Shallow, Water Edge, Sand, Grass, Grass 2, Rock, Rock 2, and Snow. To give the terrain more depth the water edge now has a shadow below it. In the first image below you will see the depth visualized as red while the second image shows its true in-game color.

#8 Lighting the Path

 

SECRET

DigiMastered Works LLC

Office of Development

DMW107IB7008

Date 02/22/2022 08:48 PM

THIS IS FINALIZED INTELLIGENCE

 

To: The People
From: Tanner Fry
Subject: Lighting the Path

 

Complex Lighting With Normal Maps

    In our last article we talked about adding "Dynamic Shadows" for clouds. Today we will talk about dynamic lights and how the implementation works. With Unity, lighting and shading from lights can be introduced in many different ways but how we created it within a 2D space was through normal maps. Normal mapping is a texture mapping technique used for faking the lighting of bumps and dents and is an implementation of bump mapping. Many developers use normal mapping to add details without having to use more polygons for a given model. This increases detail without the performance hit from the extra polygons.