Slush

Ludum Dare 51

Creating Atmosphere and Intensity in 72 Hours

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Lighting

Obviously we chose a dark atmosphere, most engines have distance-fog and ambient light with easy setup. We chose a color that was just slightly purple off black to give the game a little more contrast than pure black. All the lights in our scene are actually two lights, slightly askew of each-other and contrasting in color, we found that this made the lights pop a little more and made the game more colorful. NORMALS!!! Normal maps are such an easy win for quick game development, make your textures pop in dim lighting by texturing some normal maps.

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Speed

Every 10 seconds our game gets more intense. This is not just done with the character move speed, but also with the animation speed and sound frequency. Most of our game is tied to speed, you really don't have to do a lot of work to fine tune animations and sound if you just change its frequency with a set variable for your characters velocity.

Sound

Sound is paramount for creating atmosphere. Our monster has proximity based sound to create intensity as he gets close to you. We also chose to increase the pitch of our music and you speed up to create a sense of urgency.

Check out Homunculus Heist Now!

Ludum Dare 52

The Hunt for the Legendary Lobster

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Hi all!

This game is our first foray into writing more complex shaders for web games. We're really happy with how the water turned out both above and below the surface. I'd love to discuss how to water was created and start a discussion with other shader artists or those looking to get into writing shaders (it's easier than it seems!). Of course, we're always looking for more feedback on our game as well, so come check it out!

https://ldjam.com/events/ludum-dare/52/the-hunt-for-the-legendary-lobster