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"Lumo Journal: Week 12"

Posted: 24 July, 2023

Lumo Journal

24.07.2023

Painted my new office. Well, the three quarters I can actually get to without pulling everything out of the room. Hopefully I won’t be moving house again any time soon.

25.07.2023

Wrote a post-process material that’ll selectively desaturate the screen. I’ll be able to reflect the player’s progress by bringing primary hues back in, each time they re-enter the zone with paint for the cauldrons. Was it paint in Wizball? You can tell I never had the, ahem, manual for it…

It’s three selective colour effects, chained together. Not the cheapest, or maybe even the smartest, but it works…Ish. The final image is slightly desaturated compared to the unfiltered one, and I’m not entirely sure why. I can cover that up with a little success flash when the player gets to 100%.

26.07.2023

Added collision to the Zone 0 rooms, a “Missing Cat” poster, and some “Bernie RIP” graffiti. (Future Gareth: which I ended up replacing with J.Nash RIP…)

Worked out why the selective colour was desaturating: the way I was using ‘if’ nodes to chain each selective colour pass was derp. I wrote a custom shader that checks each pixel against three hue ranges. If it’s within a certain tolerance, I lerp from desaturated to full colour based on the amount of paint the player’s collected. This does exactly what I was after.

Then put together 3 bookcases and a storage unit for my vinyl. My little office room is a lot more bearable.

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