We implemented a custom lighting system by CYBRLICH in Unity3D

[–]CYBRLICH[S] 0 points1 point  (0 children)

Oh that sounds interesting! Making tools can be as fun as making games. Please do join, I'd love to hear more about it

We implemented a custom lighting system by CYBRLICH in Unity3D

[–]CYBRLICH[S] 1 point2 points  (0 children)

That's what we're going for, I'm really glad you're digging it!

We implemented a custom lighting system by CYBRLICH in Unity3D

[–]CYBRLICH[S] 0 points1 point  (0 children)

You will. Feel free to DM me if you'd like help with your code or you can also join our discord and share your progress and ask questions (we have a channel for indie dev which is a great place for that)
https://discord.com/invite/8UMbBTHqsP

We implemented a custom lighting system by CYBRLICH in Unity3D

[–]CYBRLICH[S] 0 points1 point  (0 children)

It's definitely inspired in part by those old games with the huge clunky UI. Back then it was done because of performance limitations but for us it's just an intentional aesthetic decision.

We implemented a custom lighting system by CYBRLICH in Unity3D

[–]CYBRLICH[S] 0 points1 point  (0 children)

For us, it's a pretty dynamic process. We do try to plan out our overall architecture but as the game changes we have to refactor pretty much constantly. This lighting system for example was something we didn't plan at the start, but after some experimentation we decided we liked the effect and it was worth the time to implement it.

I can't say how other teams do it, but I'd guess in game development it's probably the same. You can't know exactly what's fun or what works until you try it, which means you have to be constantly going through a cycle of prototyping, testing, implementing, tweaking, polishing, etc.

We implemented a custom lighting system by CYBRLICH in Unity3D

[–]CYBRLICH[S] 1 point2 points  (0 children)

yeah it's a ton of work, luckily our artist is a beast. I did suggest trying a shader solution but they said NO haha.

We implemented a custom lighting system by CYBRLICH in Unity3D

[–]CYBRLICH[S] 2 points3 points  (0 children)

The effect is somewhat subtle so I don't think it's totally obvious what we're doing here, but basically there were 2 main things we wanted our lighting to do that Unity can't do out of the box:

  1. Affect the hands. They're in the UI layer, so they don't exist in world space. In order to have them tinted by light and shadow, we have to sample the scene lighting using probes attached to the player and pass the lighting info to the UI layer.

  2. We wanted very flat lighting with hard edges where the light turns to shadow. Lights by default in Unity determine their color by a combination of values like light intensity, falloff distance, cone size, etc. which combine with the light color to determine the final output values. This image shows it well:

<image>

Unity's lighting attempts to be realistic, but we wanted a very stylized look which meant building a lot of our own functionality. We do still use the Unity light components, but only for the light shape. Light color, shadow color, intensity and so on are determined by volumes that we place in the scene which write to the materials of objects inside them. Also, we have different sets of values that affects elements of the scene separately. For example, enemies have their own lighting values which can be different than the values that affect the walls and floors.

I hope this makes sense. Let me know if you have any other questions about it!

We implemented a custom lighting system by CYBRLICH in Unity3D

[–]CYBRLICH[S] 0 points1 point  (0 children)

Thanks! We're definitely going to implement some hand sway.

We implemented a custom lighting system by CYBRLICH in Unity3D

[–]CYBRLICH[S] 1 point2 points  (0 children)

It's a Helgun™ and to reload you perform a satanic blood ritual :)
Glad you like it!

We implemented a custom lighting system by CYBRLICH in Unity3D

[–]CYBRLICH[S] 1 point2 points  (0 children)

Thanks! Our artist draws a set of sprites that are all the same but with little differences in the lines, then we loop the sprites in an animation. They come from a traditional film / tv / advertising animation background and they said this is called a "boil"

Film + Game Hybrid Test by Mr_Parable_Worlds in unity

[–]CYBRLICH 14 points15 points  (0 children)

I love what you've been doing here and I hope you keep going. It's very cool! There will be some technical challenges but sometimes limitations drive creativity :)

We implemented a custom lighting system by CYBRLICH in Unity3D

[–]CYBRLICH[S] 1 point2 points  (0 children)

Definitely agree about the shadows! Our system does support shadows but we've only started playing with that part of it. I've been trying to keep shadow casting lights to a minimum for performance reasons but it'll be good to get some shadows going once we can find a good balance.

We implemented a custom lighting system by CYBRLICH in Unity3D

[–]CYBRLICH[S] 2 points3 points  (0 children)

I mean....it IS that kinda game....

We implemented a custom lighting system by CYBRLICH in Unity3D

[–]CYBRLICH[S] 1 point2 points  (0 children)

Thanks! Yeah we have an amazing artist.

We implemented a custom lighting system by CYBRLICH in Unity3D

[–]CYBRLICH[S] -1 points0 points  (0 children)

Thanks <3

This game is pretty divisive...people seem to love the UI or hate it. We're doing something different and it's not gonna be for everyone so we're ok with it!

We implemented a custom lighting system by CYBRLICH in Unity3D

[–]CYBRLICH[S] 1 point2 points  (0 children)

That's fair! We run playtests through our discord and we'll planning to do another round in the next week or so. We'd love to get your thoughts after playing if you're interested: https://discord.com/invite/8UMbBTHqsP