“Light seeks a vessel…”
A closer look at some game testing with light-physics and particle effects.
“Most types of light–like the kind that makes you you, Luna–this light seeks a vessel.”
-Cora
One of the subjects that defines Luna’s story is the nature of light, and this main tenet: Light seeks not only to shine but to be seen. To be felt by another. To be received. To connect. To be reflected. Light seeks a vessel.
DEV NOTES:
In this video, I’m testing the functionality of these lanterns that collect some of Luna’s light, when she’s near. You’ll also see some of the fun physics simulations. Kinda cool, right?
Update. I felt like the effect wasn’t very readable in the previous post (and not just because it was zoomed out). I don’t just want it to look like the lanterns turn themselves on when she walks by … I really want it to be clear that it is actually Luna’s light that is flowing to these ancient lanterns.
“Light seeks a vessel,” as I said, so I need this effect to be more apparent.
DEV NOTES:
I’ve tweaked the particle settings (including their light and color over lifetime) and added a few trails. I feel like it’s a lot closer now. What are your thoughts?
Behind the Scenes:
Individual Elements
Take a spoiler-free look at Game Development so far, including Character Creation, Concept Art, Soundtrack Composition, Effects, Philosophy, and more....