One of the trickiest parts of Mythwrecked has been balancing the colour palette for the various times of day, and the transitions between them (the game has a dynamic day/night cycle).
With Röki (our last indie game), all scenes had a static colour scheme, so this was a whole new ball game...
With Röki (our last indie game), all scenes had a static colour scheme, so this was a whole new ball game...
Comments
Swatch textures * Day/Night Gradients (sampled for the % through the day) = final result.
This also is how we make the world smoothly transition through the various "landmark" colour schemes.