Hello everyone. Just a quick update to let you guys know that I’ve recently integrated a Day/Night cycle into the game (thank you LuckyMouse!). Initially I had thought it would be too difficult and time-consuming to implement but as I started working on the look of the landscape and the sky itself I felt it would be a worthy addition (and Paul agreed).
As I showed the result to Cyrille he pointed out that this was a very elegant solution to bringing variety to the visuals. There are still things to iron out and bugs to fix of course but here are some time-lapse screenshots from early morning to night.
(You can right-click on the image and choose “View Image” -although that may differ depending on your browser- that way you’ll be able to zoom in)
As you can see the look and feel really change throughout the day. And I guess it is a perk of not baking lighting at all in Unity; every light in the game is fully dynamic, so I might as well use that strength!
By now you guys know that Ghost of a Tale takes place in one unique location: Dwindling Heights, a keep perched atop a small cliff overlooking Lake Vaelia. But by allowing the lighting to change throughout the duration of a day/night cycle familiar places become new again. Here’s a a previously shown location under different lighting conditions:
For me personally it was very inspiring to witness that improvement because for literally a year I’ve always seen the place under ONE lighting condition. So it is truly a treat to rediscover spaces and volumes revealed by changing sun light and shadows moving across the environment.
Oh, and some things in the game will only appear at night, so that’s nice too… 😉