Designing With Light


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We use light in various ways to communicate to players in our game, from indicating hints at lore to signaling points of interest and danger, thinking about light is critical to game design.

Light is crucial to navigating our environments much like how it is in real life. It allows us to see and navigate our surroundings; lit areas are perceived as safe from danger, and it enables us to find shelter and resources. 

While dark areas, lacking in perceptibility, are associated with the dangers of the unknown. In our game we use light to distinguish between safe and dangerous places. For example, the cave system players first arrive in is fairy low lit compared to other locations in our game. This not only provides contextual indicators for players that they are underground, but encourages them to search for light - and with it, safety and a exit. 

Navigation throughout our maps is also guided through light. We purposefully place items of higher importance in well lit areas and have few enemies spawn there - if any at all. We want players to recognise light as a sign of safety. If an area is well lit it is generally safe such as our Cathedral. Additionally, light is used to indicate points of interest and landmarks. We typically make something glow if we want a player to interact with it. 

The Everdream is all about light especially its purest form: fire. Using fire as our main light mechanic is a hint to the story of our game. While it isn't discussed yet if other types of light can be wielded by the player, currently fire is used by all magical creatures in both a positive... and possible destructive way. However, for now flames are used as our main light sources for players to guide them to new areas and solve puzzles. All you need to know is that light is a renowned type of magic in The Everdream that can purify and cure nightmares; something that will help our players throughout their adventures. 

- Cat

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