Separate ambient / indoor lighting (LIGHTING OVERHAUL)

Indoor lighting, shadows, and color are currently fully determined by orientation of the sun and windows serve no purpose to a rooms's lighting.

Currently In order to create a room that doesn't appear roofless on a map due to shadows. You must employ jank work-arounds such as filling the space outside a room with cave walls to cast a roof-like shadow over it. Which isn't practical when creating indoor/outdoor hybrid maps such as towns, or villages.

With its virtual tabletop compatibility this program has insane potential to create large interactive spaces for players to immerse themselves in..

But when a player walks into a room from an outdoor space and sees how scuffed the lighting is, it takes away from that immersive experience.

I believe that above all other features development efforts should be focusing on overhauling the lighting system as a whole. It will result in

1: More high quality looking maps

2: A more seamless experience for players (especially on virtual-tabletops)

3: More professional mapmakers using the program (therefore more revenue)

And 4: Satisfying the many others who have pointed this out and have put the program on-hold until its added properly.

Don't underestimate the importance of shading/lighting in art. Please take this seriously as it will bring dungeon alchemist to a new level of quality.

Upvoters
Status

Closed

Board

Feature Requests

Date

Almost 3 years ago

Author

Clown

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