Temple of Cübe
Monster Maze » Devlog
The goal this week was to develop a level that demonstrated the different types of lighting and certain material effects. While experimenting with interesting ways to use lighting, I rotated a cube on its point and set it alone under a spotlight. I enjoyed the way it looked, so I used that as the inspiration for my level.
- Materials
- Walls - This material primarily demonstrates the use of a roughness map. The roughness map defines the space between each octagon as rougher than the rest and uses different shades of light gray for each octagon to create a shimmering effect.
- Orbs - The only texture this material uses is a normal map texture for glass. I defined color as a white vector and also introduced some refraction.
- Metal Cube - This material has a full metallic value while only having roughness at 25%. This creates a material that appears shiny without creating perfect reflections.
- Rock Cubes - This material is mostly rough but has some shinier areas in the roughness pass. Real rock will sometimes have shiny spots, so this makes it feel more realistic.
- Rectangle Lights - This material is simply a vector set to white plugged into the emissive channel.
- Lights
- Directional Light - This light is demonstrated through the skylight in the first room.
- Rectangle Lights - The lights in the hallway all use rectangle lights
- Point Lights - The glass orbs have point lights at their center to make them glow
- Spot Lights - These are the most frequently used because I thought the way they can make a space feel isolated was perfect for the look I was going for. They appear above the large cube in the first room, above the cube in the second room, and along the walls of the second room.
Files
TempleOfCübe1.zip 590 MB
Sep 03, 2022
Get Monster Maze
Monster Maze
Traverse the Maze and Find the Monster's Lair
Status | Prototype |
Author | TheHammerSV |
Genre | Adventure, Puzzle |
Tags | maze, Medieval, Parkour, Singleplayer |
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