Category: Programming
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Monuments: Shedding Light on the Adventure
In game design, there are assets that become the focal point of gameplay. These are known as hero assets. Hero assets are meticulously designed so that every minute detail has meaning, whether that is shape language, an engraving, or even the choice of its color palette. In Land of Lights, monuments fit the description of…
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Audio Implementation
From suspenseful tracks in horror movies, to extravagant sing-along songs in musicals, and even stylistic moments with little audio at all, sound design is an extremely important part of all media today. Video games are no exception; Most video games have accompanying sounds for all possible interactions. Making sure the visuals have closely matching audio…
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Creating a Robust Interaction System
“Press E to interact,” “Press F to talk,” “Hold right trigger to use.” These prompts are likely to sound familiar to anyone who has played video games. Having some unified way of turning button presses into actions that are dependent on where the player is and what the player is looking at is a common…
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Interacting With the World
In Land of Lights, you command your lizard companion, Guppy, to shift the terrain by giving and taking a light resource, Luster, from objects. To allow the player to do this, we needed a system for Luster to easily travel between Guppy and other objects. We also needed it to work for most of our…