Lighting is a big part of what ties a scene together and gives it a distinct mood. Until recently, all our Overgrowth levels had, for the most part, the same lighting conditions. We had sandy deserts, rolling plains, and mountainous valleys, but they all had a similar tone: bright afternoon on a cool, cheery day. Now we can make things a bit more interesting. In the following video we demonstrate how, with a live updating sky and a set of new controls, we can match a brisk, blue morning, a flat, cloudy tea time, a blistering, yellow sunset, and even our own sublime Berkeley dusk!
And here is a quick overview of the sun editor controls. These tools are currently available in the latest alpha, available to preorderers. Just double click the sun to try them out!
We will talk more about how this all works, from a technical and design perspective, in part 2.
What do you guys think of the video?
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Awesome stuff :D
Wow this looks ver very nice. I think you've got a better Sky Editor than the one in Crysis. It's a simple way to make a nice enviorment.
Incredible work. I donno how you guys code all this so fast. Your engines actually better then a lot of big commercial engines.
Very impressive, keep up the good work!
looks realy awesome and it is realy simple to handle, just great!
Gj Great to see a really cool indie game.
Will it also have dynamic sky?
I agree with limagic, the commercial companies should be taking note as what you guys are doing, if not, they are idiots.. lol. excellent work.. I love the major flexibility to move and edit the sun colour, size, flare etc in a seamless flow of creativity... great work...
You guys are making level design so easy, who will need level designers after this is released? :'( heh. I really look forward to making maps in this engine, wish i had money to spend on preordering it.
This doesn't make level DESIGN superfluous. It does make IMPLEMENTING the design easier, on the other hand.
wow
amazing
As always, an absolutely fantastic job. I can't wait for Overgrowth :)
Man that engine will be AAAA+ when it came out. Cant wait to see more tittles on it.Pretty soon I going to see one of those Alphas.
Great work.
This will make the stealth combat more fun, since it IS about Ninja rabbits...
Maybe a weapon editor would be nice... Using generics like Throwing weapons, and applying a model to them (throwing stars, daggers, etc.) and setting the weight of the item so they are thrown like a bomb (heavy and is lobbed) or thrown straight (light, like knives or kunai and shurikens).
This is so inspiring. I'm definitely pre-ordering this :).