Camelot Unchained explains how environmental light and color affects biome creation

    
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Camelot Unchained’s newsletter this week is like a lot of the game’s newsletters: It shows iterative but forward progress on both the siege battles and other parts of the game. “We’ve been testing this work, very successfully I might add, with many of our Backers, who have by and large been extremely excited to see this coming together,” City State Entertainment’s Tyler Rockwell says. “Wednesday evening’s test saw many west coast Backers able to join in on the mayhem.”

Notably, the team’s been focused on destructive rubble, color and lighting, the world map UI, mesh simplification, projectiles, the ability builder, VFX, trebuchets, collusion-based audio, the siege scenario, shields, and much more. The color and lighting is apparently a lot more important than it sounds:

“There’re several great items in there, particularly the work on the color grading George is doing. As I (Tyler) come from the art side of things, this one is something I especially want to see, as it really helps to change the look of the game. Moving forward, we’ve talked about it as a way to further differentiate biomes from one another. Imagine going from the cool tones of a rocky beach and moving inland, hitting some fog. Things start to feel darker, moodier, as you begin walking across a bog, slowly noticing the color and environment changing… and then BAM! Oh crap, you realize you’re in enemy territory! Fun stuff. It’s those subtle color cues we hope will visually denote territory control.”

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