Shadow system (Marin)


Hello, and welcome to another mechanic implementation.

The Shadow Mechanic has finally been implemented.  The way that it works is that if the player enters the collider of the light source and has the tag of "Lights", the shadow will be set to active and allowed to move around (in or out of the light source).  As soon as the player moves out of the light source, the shadow is set to not be active and the movement is halted (wherever the mouse last had it).

In another dev log detailing how the lights work, I'll go over how and why I set the lights up this way.  In terms of what could be implemented in the future?  A smoother transition for setting the shadow object and maybe using a layer mask instead of a tag.

Get City of Abominations (2021)

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