Lighting within my room is going to be very important. I've played around with the idea of my room having normal lighting as you do it in your own actual room but I came to the conclusion that this would make it too easy for the player to solve as the player would notice the lever that flips the gravity rather immediately; I wanted to make it a little bit harder so I have opted for the Player to have their own natural sense of light, to replicate that little amount that you can actually see in the dark and for the room to have the general radiance of light that is given off of objects when in a semi dark room. The radiance from the objects will have a slight blue hue and I intend to have a point light illuminating the doorway so that the player can understand the goal. The whole concept is that the player will see the door and realize that they need a key to escape which is too high up for the player to reach so they need to search(in a poorly lit room for something to help them retrieve the key to leave).
The Player's sense of light:-
To allow the light source to stay constant to the player I will attach a point light to the FPS controller as a child, so as the player moves the light source will move with the player. I will make it so that the lighting isn't too intense and so that the radius is close to the player, I feel this will closely replicate the effect I am trying to convey. If the radius of the point light is too big, the player will be able to see too much and it will ruin the experience so the player needs to be able to see 'just enough' so as to not ruin the immersion. The light will have a blue hue as I want to convince the player that the room is dark, cold, and lonely; the colour blue signifies calmness but also the coldness and I will use the significance of this to my advantage as it subliminally suggests these messages to the player.
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Room Lighting in General:-
The room consists of two Point Lights that are very dimly lit in two areas, these two lights provide very little to no light and the only purpose of these two lights is to give the effect that the room isn't exactly pitch black, because well, it isn't. Physics tells us the if there is a light source in what was a pitch-black room the light will travel as far as it possibly can and if there are areas that can be illuminated then they most likely will be. The lighting will also have a blue hue for the same reasons I stated above. I used one Point Light and then duplicated it and moved it to a position in the room where it illuminates the room but not by much, this keeps the lighting theme constant.
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Door Lighting:-
The door will be the first thing that is noticed as it is the only definable source of light in the room so this should instantly attract the player's attention. I've added a spotlight that hovers slightly above the door frame, that is angled to point towards the door frame so that it is ever so subtly illuminated. The room is also organized so that you shouldn't be able to miss the door, hopefully.
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The Key:-
I want the key to glow so that the Player will notice the key, the key will be floating and unreachable. This should hopefully make it clear to the Player that it is necessary to attain the key to leave the room, just so long as they can piece 'door + key' = escape. I tried to use an Area Light and a Light Probe Group to make this work and found that the Area light was the most effective manner of making the key appear to glow. I also needed to make it so that the light intensity and range weren't too great as I didn't want to risk adding too much light to the room as it's meant to be a dark room.
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Post-Proccessing Volume (PPV):-
The PPV is the most important lighting aspect in the game scene as it controls the light globally for the scene. I removed all preset lighting modes that come with a 3D scene and made it so the scene is practically pitch-black with some other added effects. I wanted my room to be dark to try and make it harder for the player to solve the room, one of the ways I thought about this was by removing the majority of lighting in the room. My tutor made a tutorial on how to do this, and I followed it to achieve the effect that the PPV gives.
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