{"author_link":"\/users\/szabe","author_name":"szabe","author_uid":"szabe","comments":[],"epoch":1557007382,"event":"LD44","format":"md","ldjam_node_id":156522,"likes":2,"metadata":{"p_key":"132292","p_author":"szabe","p_authorkey":"1000669","p_urlkey":"348486","p_title":"About the mood of Bloodmoon Season...","p_cat":"LDJam ","p_event":"LD44","p_time":"1557007382","p_likes":"2","p_comments":"0","p_status":"WAYBACK","us_key":"1000669","us_name":"szabe","us_username":"szabe","event_start":"1556236800","event_key":"75","event_name":"LD 44"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD44","removed_author":false},"_superparent":139254,"_trust":1,"author":669,"body":"Bloodmoon Season has reached 50 votes, so I thought I\u2019ll do a breakdown of how our environment was assembled.\n\n![town1.png](\/\/\/raw\/d92\/z\/24962.png)\n\nBloodmoon Season is an fps werewolf hunting game. Since the idea was to feel some level of fear from the beasts, the environment had to emphasize this. That\u2019s why I opted for narrow streets, with buildings and archways towering over the player, to create a sense of smallness and dread. The small streets also allowed for great scares, as it was never clear what could hide behind the next corner.\n\n![town2.png](\/\/\/raw\/d92\/z\/24966.png)\n\nMedieval cities usually have brick houses and cobblestone roads with stone walls. To recreate these small details normal maps were essential. I have also added small stone blocks to the edges of buildings. The standard Unity dark fog was added, with AO and some post production effects to make the area more bleak and dark. \n\n![town3.png](\/\/\/raw\/d92\/z\/24978.png)\n\nFinally, the lights were put in. Different parts of the town were lit with different colored lights to avoid too much confusion, since players needed to return to the shop frequently. We figured highlighting this area with a unique color was the best solution.\n\n![town4.png](\/\/\/raw\/d92\/z\/2496e.png)\n\n...then we prayed that the baked lighting would look similar to what was arranged in the editor...\n\nIf any of this sparked your interest, you can give beast hunting a try here, we would love to know what you think:\n\n## [**Bloodmoon Season**](https:\/\/ldjam.com\/events\/ludum-dare\/44\/bloodmoon-season)\n\n![town5.png](\/\/\/raw\/d92\/z\/24976.png)","comments":1,"comments-timestamp":"2019-05-04T22:12:08Z","created":"2019-05-04T10:49:33Z","files":[],"files-timestamp":0,"id":156522,"love":2,"love-timestamp":"2019-05-09T20:15:19Z","meta":[],"modified":"2019-05-09T20:15:19Z","name":"About the mood of Bloodmoon Season...","node-timestamp":"2019-05-04T22:05:51Z","parent":150458,"parents":[1,5,9,139254,150458],"path":"\/events\/ludum-dare\/44\/bloodmoon-season\/about-the-mood-of-bloodmoon-season","published":"2019-05-04T22:03:02Z","scope":"public","slug":"about-the-mood-of-bloodmoon-season","subsubtype":"","subtype":"","type":"post","version":472031},"node_metadata":{"n_key":"156522","n_urlkey":"348486","n_parent":"150458","n_path":"\/events\/ludum-dare\/44\/bloodmoon-season\/about-the-mood-of-bloodmoon-season","n_slug":"about-the-mood-of-bloodmoon-seas","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"669","n_created":"1556966973","n_modified":"1557432919","n_version":"472031","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/44\/bloodmoon-season\/about-the-mood-of-bloodmoon-season","text":"Bloodmoon Season has reached 50 votes, so I thought I\u2019ll do a breakdown of how our environment was assembled.\n\n![town1.png](\/\/\/raw\/d92\/z\/24962.png)\n\nBloodmoon Season is an fps werewolf hunting game. Since the idea was to feel some level of fear from the beasts, the environment had to emphasize this. That\u2019s why I opted for narrow streets, with buildings and archways towering over the player, to create a sense of smallness and dread. The small streets also allowed for great scares, as it was never clear what could hide behind the next corner.\n\n![town2.png](\/\/\/raw\/d92\/z\/24966.png)\n\nMedieval cities usually have brick houses and cobblestone roads with stone walls. To recreate these small details normal maps were essential. I have also added small stone blocks to the edges of buildings. The standard Unity dark fog was added, with AO and some post production effects to make the area more bleak and dark. \n\n![town3.png](\/\/\/raw\/d92\/z\/24978.png)\n\nFinally, the lights were put in. Different parts of the town were lit with different colored lights to avoid too much confusion, since players needed to return to the shop frequently. We figured highlighting this area with a unique color was the best solution.\n\n![town4.png](\/\/\/raw\/d92\/z\/2496e.png)\n\n...then we prayed that the baked lighting would look similar to what was arranged in the editor...\n\nIf any of this sparked your interest, you can give beast hunting a try here, we would love to know what you think:\n\n## [**Bloodmoon Season**](https:\/\/ldjam.com\/events\/ludum-dare\/44\/bloodmoon-season)\n\n![town5.png](\/\/\/raw\/d92\/z\/24976.png)","title":"About the mood of Bloodmoon Season...","wayback_source":[]}