{"id":200,"date":"2009-05-11T20:15:10","date_gmt":"2009-05-12T01:15:10","guid":{"rendered":"http:\/\/www.vertigogaming.net\/blog\/?p=200"},"modified":"2024-08-04T18:58:42","modified_gmt":"2024-08-04T23:58:42","slug":"kablooey-lighting-is-fun","status":"publish","type":"post","link":"https:\/\/www.vertigogaming.net\/blog\/?p=200","title":{"rendered":"Kablooey- Lighting is Fun!"},"content":{"rendered":"<p>When asked what was the most important factor in a game&#8217;s visual excellence, a Guerrilla dev (Killzone 2) said it was the lighting. Not the textures, or the geometry, or even the post processing, but the lighting.<br \/>\n<!--more--><\/p>\n<p><center><img decoding=\"async\" src=\"http:\/\/ps3media.ign.com\/ps3\/image\/article\/839\/839068\/killzone-2-20071203082037359_640w.jpg\" alt=\"\" width=\"550\" \/><\/center><br \/>\n<!--break--><\/p>\n<p>I&#8217;ve always felt the same way. Not that my opinions would even be nearly of value as someone who&#8217;s worked with Guerrilla, but I&#8217;ve always had a somewhat unhealthy obsession with lights. Whenever I was fooling around with custom level makers in games like LittleBigPlanet and Timesplitters, I&#8217;d always play around with the lights more than anything else. I really don&#8217;t have any clue why.<br \/>\n<!--break--><br \/>\nThe only game up to this point to really live up to my ideals of lighting was Vivid Conceptions. What a fun game that was to make! Putting the lights in the caverns, placing random red lights mixed in with the darkness, the colors blending in with one another&#8230;it was great fun, and the result, to me, was fantastic.<br \/>\n<!--break--><br \/>\n<!--break--><\/p>\n<p align=\"center\"><a title=\"Green lights for the food, spotlights for the towers, random lights for the ground, blue lights for the switches...gosh I loved this.\" href=\"http:\/\/www.vertigogaming.net\/images\/screenshots\/full\/vividpic6.png\" rel=\"lightbox[ONR2]\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.vertigogaming.net\/images\/screenshots\/full\/vividpic6.png\" width=\"412\" height=\"309\" border=\"0\" vspace=\"15\" \/><\/a><\/p>\n<p><!--break--><br \/>\nVivid Conceptions ran under a unique lighting engine done by GearGOD, and was heavy in GML Code. Unfortunately, the problem with the engine was that it required a powerful computer to pull off, something I didn&#8217;t know until it went into beta testing. Sadly I had to release a &#8220;core&#8221; version that had no lighting engine, resulting in a somewhat lesser version of the game. I was crushed, and knew I could never use the engine again.<br \/>\n<!--break--><br \/>\nAnd here we are with Kablooey. <a href=\"http:\/\/www.vertigogaming.net\/blog\/2009\/04\/27\/kablooey-shadows-color-filters\/\">You might have already read about how the game uses color filters to pull off its own unique method of lighting<\/a>, and more importantly how I said each building was pre-lit for the specific daytime filter that I had set. It looked good, but the downside was that it wouldn&#8217;t be able to react well to different times of day (like say, sunset).<br \/>\n<!--break--><br \/>\nBut I thought, what the heck, let&#8217;s go for it and see what happens. The results kind of astounded me. Without changing <em>any <\/em>part of the game aside from the color filter overlay and the backgrounds, I got some amazing results:<br \/>\n<!--break--><\/p>\n<p align=\"center\"><a title=\"The daytime scene, as you've seen before.\" href=\"http:\/\/www.vertigogaming.net\/blog\/images\/kablooeycolor1.png\" rel=\"lightbox[ONR2]\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.vertigogaming.net\/blog\/images\/kablooeycolor1.png\" width=\"412\" height=\"309\" border=\"0\" vspace=\"15\" \/><\/a><\/p>\n<p><!--break--><br \/>\n<!--break--><\/p>\n<p align=\"center\"><a title=\"A mid-afternoon rain.\" href=\"http:\/\/www.vertigogaming.net\/blog\/images\/kablooeycolor2.png\" rel=\"lightbox[ONR2]\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.vertigogaming.net\/blog\/images\/kablooeycolor2.png\" width=\"412\" height=\"309\" border=\"0\" vspace=\"15\" \/><\/a><\/p>\n<p><!--break--><br \/>\n<!--break--><\/p>\n<p align=\"center\"><a title=\"Sunset incoming!\" href=\"http:\/\/www.vertigogaming.net\/blog\/images\/kablooeycolor3.png\" rel=\"lightbox[ONR2]\"><img loading=\"lazy\" decoding=\"async\" src=\"http:\/\/www.vertigogaming.net\/blog\/images\/kablooeycolor3.png\" width=\"412\" height=\"309\" border=\"0\" vspace=\"15\" \/><\/a><\/p>\n<p><!--break--><br \/>\nI couldn&#8217;t believe how the sprites and images were able to blend in so well with the color filters. There are still some drawbacks to this method of lighting&#8230;I can&#8217;t implement a nighttime mode, because I would need to retexture the buildings with lights. Because the filter would have a &#8220;dark&#8221; tone to it, the lights on the buildings would blend into the darkness. I could have a light overlay over the filter, but then we&#8217;d have overlapping issues, and it&#8217;s just too difficult and unnecessary. Additionally, incorporating advanced features like a <a href=\"https:\/\/instantcasinos.com\/fr\/\">casino virement instantan\u00e9<\/a> option in the user interface adds another layer of complexity. The other downside is that I can&#8217;t do a smooth transition from one time frame into another, so I&#8217;m going to have to get tricky in transitioning to the next scene.<br \/>\n<!--break--><br \/>\nBut those are minor issues. While I&#8217;m not exactly placing lights all over the scene like Vivid Conceptions, this new method of filter lighting brings back a whole new joy into my game making. Weird, sure, but I don&#8217;t care. <img src=\"https:\/\/www.vertigogaming.net\/blog\/wp-includes\/images\/smilies\/mrgreen.png\" alt=\":mrgreen:\" class=\"wp-smiley\" style=\"height: 1em; max-height: 1em;\" \/><\/p>\n","protected":false},"excerpt":{"rendered":"<p>When asked what was the most important factor in a game&#8217;s visual excellence, a Guerrilla dev (Killzone 2) said it was the lighting. Not the textures, or the geometry, or even the post processing, but the lighting.<\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":"","_links_to":"","_links_to_target":""},"categories":[1,23],"tags":[],"class_list":["post-200","post","type-post","status-publish","format-standard","hentry","category-game-maker","category-kablooey"],"_links":{"self":[{"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=\/wp\/v2\/posts\/200","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=200"}],"version-history":[{"count":12,"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=\/wp\/v2\/posts\/200\/revisions"}],"predecessor-version":[{"id":2804,"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=\/wp\/v2\/posts\/200\/revisions\/2804"}],"wp:attachment":[{"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=200"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=200"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.vertigogaming.net\/blog\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=200"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}