
Back in 1997 and 1998 there was quite a huge use of coloured lighting in games, personally I myself love this as it adds more style, makes levels appear more unique and technically interesting to look at. These days such use of lighting is often dismissed as it’s not considered realistic but clearly in something like Daikatana there is no pursuit for realism. Personally I think Daikatana’s problem in the end in regard to coloured lighting was that it made very poor use of it, notable usage would be in the episode one levels as there is almost constant use of yellow, green and blue in perhaps the worst places or areas which makes it far too apparent and ruins the overall design of the levels.

Daikatana’s disgusting yellow and green
For OpenKatana we probably will make use of coloured lighting but certainly will put more effort and consideration into it than was done for most of the levels in Daikatana, or I hope so anyway. Something I find quite a nice reference and good source of inspiration of coloured lighting right now is probably its usage in both Unreal and 3D Realm’s cancelled Prey, Unreal made very simple use of coloured lighting and didn’t do too much major with it however Prey on the other hand made quite a heavy use of it which very much suited the environments and overall “off-world” style that they were going for.

Prey’s use of coloured lighting based on light-sources
As can be seen unlike in Daikatana, Prey used coloured lighting only on particular light sources rather than globally like what was done in Daikatana, which makes everything much more believable while also remaining unique and as said interesting to look at which I think is the real key to coloured lighting.
Anyway thanks for reading, I really want to go into things like this more in the future as I think it helps me put into words what I’ve learnt so far just from working on such a weird project as OpenKatana.



