New lighting update for Tagspire!
Dynamic day/night cycle is working! The sun moves across the sky, casting directional shadows that change angle and length throughout the day.
Trees, terrain, and objects all react to sunlight.
#GameDev#IndieDev#PixelArt#Tagspire#Pygame
@solmatter_ That’s exactly what I was going for! Trying to make the darkness feel natural while keeping things worth exploring visible. Still tweaking the lighting, but it’s coming together!
New lighting update for Tagspire!
Dynamic day/night cycle is working! The sun moves across the sky, casting directional shadows that change angle and length throughout the day.
Trees, terrain, and objects all react to sunlight.
#GameDev#IndieDev#PixelArt#Tagspire#Pygame
@TalesOfEmberTCG Mostly atmosphere for now, but nighttime makes visibility harder and light sources more useful. Planning to tie it into wildlife behavior later too!
@haru2401game Thanks! Right now I’m focused on visibility and atmosphere, but the plan is definitely to have lighting affect enemy behavior and exploration too. I want light to be more than just a visual effect — something that actually impacts gameplay!
@chenzhangreal 😂 Started with boats, now I’m already thinking about planes and cars. The feature list is growing faster than the game is getting finished.
Added boats to Tagspire because why not?
The world is huge. Walking everywhere gets old.
So now there's another way to explore… and another system for me to tinker with. 😂
Solo indie dev life.
#IndieGame#GameDev#Tagspire
@WeVennStudios A bit of both! The boats are mainly about transportation for now, but they also open up new possibilities for exploring water and whatever might be hiding beneath the surface. Still a lot I want to do with them!
@AriHoresh I’m using custom rectangular colliders with height data for each side of the slope, then handling the slope collision separately in the physics system. It took a lot of tweaking, but it’s finally working pretty well!