NineSeven4 2021/12/11 20:08

Why and How PN has been created ? -Part 2-

About Textures and materials

The base idea was to not use textures as much as possible, in order to avoid mapping.
The ground, for example, is not a simple cube, stretched and scaled.
I made sure to make the floor looks like wooden slats, with a worn & irregular aspect.

On the other hand, for paintings, I had to do base mapping, to ensure that images were displayed correctly.

But using mostly color materials for everything was not visually satisfying enough.
I had to put cel-shading to give an anime look alike style to the game. This process consists of adding an outline to every single object, characters included. But, by doing so, the size of outlined meshes is going heavier, since an outline is a duplication of all external polygons of an object, which are flipped so the visible side is reversed, giving the outlined effect.
For example, if an object have a 1Mo size, adding an outline to it will increase its size to ~ 1.7 - 1.9Mo.


Cameras & 2.5D

While coding a 2D side-scrolling camera is easy, applying the same process to a camera in a 3D environment required few... customizations.
Locking the Y rotation to ensure side-scrolling was not enough. The camera was following Yua as planned, but infortunately, since a camera's purpose is to keep the character in the center of the screen, I had to implement physical limitations, in order to limit the field of view, and consequently, making sure that the camera won't show anything outside a room.
So, I had an idea : isolate cameras in physical containers, which have been manually adjusted for every room, ensuring correct display when Yua is moving in a room.


Day cycles

This required a few lights management. Since Purple Nights has 3 cycles (day, evening & night), I had to divide all lights in 3 different folders and desactivate those which must be deactivated, while the corresponding cycle is active.
This process has also been applied to skyboxes.

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