Lighting isn't right, need help setting ambience

My group and I are creating a mining simulator. However, a key aspect in games is lighting, and in ours, we just can’t figure out the right settings to make the game look as good as possible for it’s genre and theme. We’re going for a simplistic-medieval-rpg feel. Any help is appreciated, just can’t get that look. Games not finished, or even close, however heres the lighting now;

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You could try altering the time of day and darkening the brightness a bit, and make the ambience a bit warmer/yellower to give it that sunset/sunrise feel.

You could also go all in and put pointlights/spotlights up in different areas to really help the atmosphere feel fuller. I.E. stick a couple torches on the walls and buildings with attached lights. Candles/fireplaces in the buildings, etc.

Torch/flickering lighting is really simple to animate, too. Usually just a short while loop that checks if the torch is lit, then waits a random amount of time and RNGs the brightness and distance of the spotlight.

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A super rough draft for demo purposes to show how quick you can make a flickery light source
image
(script.Parent is the PointLight object itself, I just threw the script directly into it lol)

You could implement TweenService or something to smooth it out, or even just use more than one pointlight so it doesn’t look so violently flashy

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Make the colors more vibrant and make it pop out more

Thank you, this really helps. I actually appreciate it a lot.

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Hiya! I think setting your lighting properties to exactly the same as the ones I have configured for you here would work very well with your game. (You should also change the skybox image ids to the ones I provided)






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