Dynamic lights are expensive, using sprites with a modulate blend material you can multiply screen colors behind the sprite and use depth masking to fake a light radius, cheap and can work surprisingly well. #screenshotsaturday#UE4#gamedev#indiedev
Using modulate blending, make sure you clamp the result in a range above 1 for this to work right. Modulate blending without depth testing is also great for various glow effects. #screenshotsaturday#UE4#gamedev#indiedev
Here's a more practical example, core of the sprite is not being masked by depth so it's always visible, depth masked glows around geometry look pretty convincing as impressions of lighting. #screenshotsaturday#UE4#gamedev#indiedev
So, after going through nearly THREE HUNDRED games on my Steam Discovery queue, I have some examples of good and not-so-good game trailers. If you're in the process of trailer editing for your game, please consider the following.
A thread on indie game trailer does and don't.
Start off with one I don't think are that great 👎
Starts off with positive quotes from PCGamer, Subset Games & Vlambeer folk. Great, definitely have them in the trailer, but not at the front. I don't think the avg gamer knows these folks.
Beyond that, it was 8s of accolades, 5s of a ship crashing, and then the first gameplay we see is UI with lots of reading. Is this a UI driven game? I don't want to read in a trailer, I want to see what the gist of the game is - which I believe is 19s into the trailer! Yuck!