Game
POPGOES Evergreen
4 years ago

A new style of lighting for POPGOES Evergreen (and the skylight dilemma)


A few days ago I showed you the latest update of POPGOES Evergreen's kitchen, which we had to change due to some legal issues regarding props that were bought from the internet.

It seems like, for the most part, you all seemed to enjoy how the kitchen looked. We saw praise for its realism, its moody atmosphere, and its sheer detail. However, it was impossible to ignore a very basic and prevalent complaint: It's quite hard to make anything out.

At first I disagreed with this argument. I thought it was fairly clear where the floor, the cabinets, and the 3D printer was. And, really, these rooms are just backgrounds for gameplay that focuses much more on the animatronic threats that enter them, rather than the environments themselves.

But my opinion on this quickly swayed after realising another serious issue: the entire concept of using skylights in Evergreen (windows on the ceiling to let natural light into the building) was broken. For those of you who just want to see what the alternative is, scroll down. But if you are interested to learn WHY this change is so much better, read on.

Skylights in Evergreen have one major benefit: they look nice. It is undeniable that the ambience that is achieved through the flooding of calming blue moonlight is genuinely quite nice to look at. Though it can be argued that it isn't very fitting for a horror game. But here are the downsides:

  1. Every room looks quite similar when the colour and style of the lighting is identical.

  2. It's super difficult to make the lighting bright enough to see the room's contents, but dark enough to realistically be coming from the moon. I've seen a lot of people convinced that the skylight looks too bright to be moonlight, but if we make it any darker it'll be too hard to see stuff!

  3. Each room has a unique shape and size, which means the angle, brightness and colour of the lighting is difficult to get right in development. Usually leads to a lot of confusing post-processing effects to make the rooms feel consistent. It takes quite a while to organise, basically.

  4. We are planning on adding a subtle "night cycle" to the game, in which the colour of the lighting, and the sky in the right view window, changes based on your progress of the current night.

    This is not too complicated of a concept until you realise that EVERY SINGLE CAMERA has a window in the ceiling. We would need to figure out a way for every room to be affected when this happens, and that's not even considering how the angle of the light would need to change throughout the night if we were to make this realistic (basically impossible in a Clickteam game).

  5. The final and most obvious issue is what I stated earlier - the soft lighting and the shadows from the window frame makes it hard to make parts of the room out.

I've been settled on the removal of the skylights for a while, and there were two obvious alternatives to light up the rooms...

The first being "emergency lights" that existed in the light bulbs of each room. These would be dim, possibly colour-coded sources of light in the centre of each environment. Simple, and very easy to implement.

But the second...

The second alternative is to add flashlights to each camera.

Sources of light that come from the viewer's perspective, a common trope in horror games and movies, such as night-vision IR cameras, or holding a flashlight in a free-roam survival. And it's popular for a reason - It is creepy.

The reason it's creepy, I think, is because it makes the viewer feel vulnerable and claustrophobic. It gives the sense of "If something were to appear in front of me, it would know EXACTLY where I am because I'm shining a bright light". I think that's it anyway. It also tends to cast very large, overwhelming shadows...

This is the new idea we're going with for POPGOES Evergreen.

And this concept may be familiar to you, because it's already something in the FNAF series - Five Nights at Freddy's 2 in particular. In FNAF2 you can toggle a light when viewing cameras to get a closer look at what's inside each room, at the cost of limited power. In POPGOES Evergreen, there is no power limit. The lights of each room will always be turned on, but they will FLICKER when an animatronic moves into or out of the room. This is our alternative for the overwhelming static that is usually used in FNAF games to change a camera's scene (because really, how would that make sense in 2024?). I think we might also make a room's light completely turn off when it is shut down by the player.

Oh and of course Fritz would add lights to the cameras... HE was the night guard in FNAF2!

Anyway, we've spent the past few days on this new concept. We are EXTREMELY happy with how this looks, and see it as an obvious, objective improvement. It is clearer, more colourful, more creepy, and it has literally helped us with a gameplay mechanic... unintentionally!


Here is how it looks (with a special guest):

kitchen.gif

And in HD (with a comparison to the skylight):

image.png

Now I think some of you may see the nice, atmospheric blue lighting of the skylight render and immediately think it's better. And sure, some of you might prefer that and that's fine. But I implore that you consider the reasons we're changing this, and remember that this is meant to be a horror game.

We're trying to make Evergreen scarier than the original, more visually impressive than the original, and easier to understand than the original. Because of that... I think the new version is a definite upgrade.

And we hope you like it!

We're working very hard on the game, but it is STILL (yes, still) very early in development. Like, 15% finished. That percentage will speed up as things are created (as some parts will be reused, etc) but I am NOT going to give any predicted release dates, so stop asking...

That's it for today. We will be updating POPGOES Arcade eventually to reflect these changes, since the arcade room won't have skylights anymore which makes the current build of POPGOES Arcade inaccurate lmao.

Thanks for reading, and I'll answer questions in the comments here!

- Kane and the Evergreen team

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51 comments

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The lighting is really awesome especially Popgoes standing there 😁

14
almost 4 years ago

The flashlifht one looks great and my questions are only:

The New update of popgoes árcade is only change the arcade room lighting or the update is the one will come out with the dlc second chapter of the arcade?

8
almost 4 years ago

Personally I prefer the normal dark lighting.

The blue one doesn't make the same horror game feeling

almost 4 years ago

Holy CRAP! I didn't mind the old lighting but this is SO much bettter. Incredible work!

almost 4 years ago

I think this new idea is quite nice because yes, it had more creppiness and synchronize with the FNAF 2 vibe of the game ! Even tho I liked a lot the skylight concept, since it was kinda new and truly original for Popgoes (like, the light source of this pizzeria is basically sun going threw ceiling windows, GENIUS !) + yeah, the moonlight changing throughout the hours is incredible; but on the other side I recognise that it won't give the same frightening and scary aspect... Still, an idea could be that the big rooms like the main hall, the dinner, the art room and/or the party room are brightened by the skylight and that small rooms like the kitchen, the arcade room, the server room, the birthday room, the staff room and the parts/service have the "cam light" option (but that's just an opinion, do as you want guys, of course). Beside GG so far and good luck for the rest of the game !

almost 4 years ago

Lightning looks really good!

almost 4 years ago

Visually? yeah, I agree it does look significantly WORSE than skylighting. But in the ways of gameplay and horror, I think this is a great choice for the game. If anything it's just nice to have an alternative to camera static transitions, and the added detail such as lights going out during shut downs is very charming and adds strategy to the game. Nice work guys!

almost 4 years ago

this game is looking fucking fresh!! The flashlight is an incredible change and i love the aesthetic it provides to the game

almost 4 years ago

The lighting looks great and I like the new system. Keep up the good work!

almost 4 years ago

that looks really nice

almost 4 years ago

my question is are Popgoes and co gonna behave like they did in the original or are they gonna have new mechanics and interact with each other?

almost 4 years ago

flashlight > moon roof

almost 4 years ago

I'm sad to see that moody sky lighting go, but I'm really digging the new flashlight look!

almost 4 years ago

i prefer the kitchen with the flashlight looks much more scarier, and also the lighting is great!

Last modified on January 23, 2021

almost 4 years ago

Looks like a huge improvement to me! Gives a lot more depth to the scene, and brings out the metallic feel in some of the materials (such as the stove.)

Next up

Merry Christmas from the POPGOES team!

(new art by

!)

Reveal #5 ($30,000) for Dawko's stream for Thankmas 2024 - Merch Reveal!

A brand new collaboration with Youtooz is coming in 2025... the Spinning Eyes Popgoes Pin! It's as cool as it looks.

Donate: https://www.youtube.com/watch?v=TVIA47CSIwA

If you're still wondering what the secret tiny bonus reveal was in the Dawko showcase, it's this...

All of the main character NPC sprites in POPGOES Arcade are being updated in Fighting Chance, to better resemble their actual designs!

@Kane4.1k

A guide on how to place Charged Stickers and get POPGOES stickers on Game Jolt!

This pin really does exist. I've had it in person for months and it looks, and works, exactly as it was teased in the charity showcase! It's really cool, and should be fairly cheap!

Not sure when it releases... hopefully early-ish 2025!

POPGOES fanart showcase for this week! Check these out! (20/12)

Sources for all four of these, and an update to the current sticker event, are in the article!

POPGOES fanart showcase for this week! Check these out! (13/12)

Sources for all four of these, AND A NEW POPGOES STICKER EVENT... are in the article!

Reveal #4 ($24,000) for Dawko's stream for Thankmas 2024 - Blake Jumpscare!

You guys get to check out this brand new footage from an alpha (early) build of POPGOES Evergreen.

Donate: https://www.youtube.com/watch?v=TVIA47CSIwA

Brand new wallpaper (desktop & mobile)!

Enjoy!

Sooo... have any of the POPGOES sticker collectors noticed or found anything interesting regarding this week's event? Anyone?