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Negative World Log # 8: Color and its absence.

February 4, 2018

Hello everybody, and welcome to this weeks Negative World game development log. This week was a tough one due to life and other responsibilities, but by no means not productive, the visual side being the most apparent. Let’s talk about shaders.

 

 

 

 

To give a gross simplification, they’re what makes stuff look pretty. Affecting the objects glossyness, roughness, metallic, smoothness, and many other properties. None of which is involved in this shader. I just needed to make a shader to make things white when I needed the background to be black. The default unity sprite shader is a bit limited, because black is the absence of color just using the default sprite renderer is useless when changing color (or in this case white which is comprised of all colors). So I just brute forced a shader to make it white when I need it. Hindsight is 20 20 I guess.

 

 

 

 

Speaking of which the overworld got another iteration, to be much more clear and easier to read which world is which along with the sequence of events. World 1 being a sheltered dome level hence why the background is black. Worlds 2 and 3 are on this floating island. One half is more of a hill forest kind of terrain, that would be world 2 (with art on the way). World 3 is more vicious and more on the spiky side. World 4 is under the clouds with hellish rain and lighting. And the last world 5 is the mountain.

 

 

 

Next is the polish list, on the clarity side the jump text now changes color when it’s colliding with its opposite color. Also the company logo is in the game, just needs some sound effects though.

That’ll be it for this week, as usual let me know if you have any questions or feedback. Take care of yourselves and have a good week.

 

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