Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Very nice writeup.

For lightning, did you use Light2D nodes and just the flashlight to apply to all the canvas layers? Also, do you have any ideas for shadow casting, like with the desks or objects that aren’t world bound? I actually didn’t notice their absences until I thought to look for it when thinking about how you did you light.

Hi thank you so much for reading through!

The player has 2 Light2D nodes: one for ambiant (the big circle) and the flashlight. Both have a texture I made and I believe Light2D nodes automatically affect everything in the scene (there is an occlusion mask, pretty much like there is a physics collision mask, but I only used the first bit for everything, so everything in the scene is affected).

For shadows, Tilemap (the walls) have an automatic system to attribute an occlusion. I also added the possibility for objects to have a shadow (in which case the occluder goes on top of the object). I only used it on doors for the moment though. Maybe I could have an occluder on the floor for objects like tables or chairs which shouldn't  fully block the player's view (unlike doors). However I think this shadow should be a little bit transparent (like the shadows I already drew for some objects (see the chair sprite)). I don't know if this is possible though, I'll have to check it out. Also a lot of people think that the bookshelves should cast a shadow, and I totally  agree with that. But the system I currently have put the occluder directly on top of the object, so you wouldn't see the books if I did that.

So yeah I'll definitely work on this system in the future. Hope that helps!