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Welcome to Chapter 3 of our devlog unity series on Moons of Darsalon!
In this 2024 devlog game, I dive deep into the development process of Moons of Darsalon, a game I created entirely on my own. Despite some skepticism from the solo development community, I'm here to prove how a single developer can achieve incredible results.
In this chapter, we explore the sophisticated 2D lighting system used in Moons of Darsalon. From overcoming the challenges of dynamic lighting in pixel art games to integrating realistic light sources and shadows, this video covers it all. Learn how I managed to avoid gradient issues and maintain a consistent pixel-perfect aesthetic.
I also discuss the asset originally used for the lighting system, its current status, and the unique approach I took to implement dynamic lighting that goes beyond standard Unity techniques. Discover how my custom solutions ensure that the lighting in Moons of Darsalon is both practical and visually striking, making it a valuable resource for those interested in indie game devlog topics.
Topics Covered:
Introduction to Moons of Darsalon's 2D lighting system
Handling dynamic lighting in indie games 2024 and pixel art games
Integrating realistic light sources and shadows for indie game dev
Avoiding gradient issues for pixel-perfect aesthetics
The original lighting asset and its journey in devlog 1
Custom solutions beyond standard Unity techniques discussed in devlog 0
Don’t forget to subscribe for more updates and upcoming chapters where I’ll cover character controllers, independent animation systems, and much more in this indie game devlog series. Hit the notification bell so you won’t miss out on the next exciting episode!
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Away to the Stars: store.steampow...
Normal map 2d light technique: • Dynamic Lighting For P...