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This is probably a bit OT, but it makes me sad that flat shading as an art style has been abandoned in games. Ever since pixel shaders and normal maps gave us s
by pdknsk 13y ago
This is probably a bit OT, but it makes me sad that flat shading as an art style has been abandoned in games. Ever since pixel shaders and normal maps gave us shiny plastic-y objects, developers haven't looked back.
- lifeformed 13y agoHere's the lighting style of our current project: http://hitboxteam.tumblr.com/image/42563981451 http://hitboxteam.tumblr.com/image/42563981451
- aktau 13y agoVery awesome. Do you guys explain something about the development process or the shaders themselves? I'd love to learn a bit more about it as I'm new to the graphics party (but loving it). If you can't tell me, what should I search for to be able to reproduce a shader like that?
- lifeformed 13y agoThanks! I've been planning on writing something about it but just never found the time. The shader is actually quite simple, although the implementation is pretty tricky (need a lot of hacks to get it working in Unity). All it's doing is lighting each tile individually. It's a throwback to the per-tile lighting of ascii roguelikes (http://osx.iusethis.com/screenshot/osx/brogue.png http://osx.iusethis.com/screenshot/osx/brogue.png). So each square chunk on the wall gets a single amount of light and color evenly distributed on it. That's it. Also, there are shadows on top of them. The props (torch and statue) have a banded light shader on them. It's just standard diffuse lighting but clamped to a certain set of values.
- rossy 13y agoI have to say that's beautiful. You've definitely caught my interest with this project (Spire?) I loved Dustforce too. Keep up the good work.
- lifeformed 13y agoThanks! Yes, it is called Spire.
- voltagex_ 13y agoWhere do I sign up? (/kickstart/gogo/paypal/greenlight/whatever)
- lifeformed 13y agoWe're not there yet, but keep an eye out for a Kickstarter eventually!