A bit of inside baseball today! You might wonder how I managed the darkness effect from yesterday's screenshot. The screen is basically covered by hundreds of little black square sprites, drawn over everything else. Then I have specific objects marked as "light sources", the black square's transparency goes up the closer they are to these lights. Also, each frame, all squares are turned completely opaque before this happens, so when you move, the light follows you. 

It might not be the most efficient method, but it works, the squares can't really be made smaller because the number of squares to black out and then check for nearby lights impacts the framerate in a meaningful way, and doubling their resolution would drop the framerate by about 10, so barring a flash of genius, that's how the dark world will work!

Time spent on the project so far: 514 hours

Currently working on: Continuing the story

Posted
AuthorJérémie Tessier