Aug 14, 2006, 08:03 PM | |
In a Quandary
I'm in the middle (or, to be more accurate, the very beginning) of making a level, and I've run into a snag, one I really should have seen coming earlier. But I digress.
Basically, it's a clash between two mutually exclusive design features: water and lighting. See, the basic premise of the level is that you're sneaking into a heavily guarded fortress via the underground waterway, so naturally that includes water. Yet I also would like to include some dark lighting effects, to properly set the mood. I know I'm going to have to compromise in some way, and I just wanted input as to which property to sacrifice.
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"If there's anything more important than my ego, I want it caught and shot now." -Zaphod Beeblebrox |
Aug 14, 2006, 11:16 PM | |
Well, you could have two separate levels, I guess... or the lighting before the water... if neither work, go with what you say is the premise of the level.
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Aug 15, 2006, 06:54 AM | ||||
Or just use JCSref: Underwater Ambient Lighting.
Edit: If I had to guess, Violet probably would have posted a link as well.
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Last edited by blurredd; Aug 15, 2006 at 07:50 AM. |
Aug 15, 2006, 10:16 AM | |
Violet would have just quickly explained that water takes over the effects of ambient lighting and that for some reason JJ2 does not think to also darken/lighten the area of level outside the water, and then given the link in case anyone wanted more information.
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Aug 15, 2006, 11:10 AM | |
Well, after some thought, I decided I'll save the water gameplay for another level and just alter the underground section and keep the lighting.
(Your suggestion about splitting the level into two wouldn't really work because the design of the level would involve going back into the underground sections at parts, necessitating backtracking into the water)
__________________
"If there's anything more important than my ego, I want it caught and shot now." -Zaphod Beeblebrox |
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