So I have to admit, I spent an excessive amount of time trying to figure this out. There was a couple things at play. Since you guys like hearing details, I figure I'd oblige.
The new version of Blender (v 2.
is just about to be released. I had been toying with earlier releases, but it seemed like a good time to convert the projects to the new version. The act of "updating" the files to the new version is actually trivial, but I had also built up a bit of technical debt while plowing through the graphics. So it seemed like a good time to clean that up, which was probably the big time killer. Cleaning up the technical debt meant I needed (wanted?) to build things up in a clean file an not move files over then manually fiddle with everything. So it took an absolute crap ton of time to figure out how to do the previous tricks in the new version of Blender.
Secondly, I know Leeor has wanted animations for quite some time and I knew the basics of animation, but there was a lot more I wanted to do than what I knew how to do. And I figured dealing with a bunch of animation tiles was going to be a chore so I didn't want to have to do it multiple times (as we iterated design).
Third, I wanted to adjust the vibrance of the graphics. With the UG Park, there was some issue with the graphics looking a little dull. I was (and still remain) unhappy with simply playing with the hue and saturation mostly because I am a big fan of consistency. So by personality, I was driven to adjust all the graphics in the same way. When bumping up the saturation on the UG Park, I needed to do it with every other graphic. For anything green or the yellow lights, the saturation looked horrible (in my non-expert opinion).
Fourth, I wanted to add the ground lighting effects. This was another new trick that I had an idea about how to do, but didn't really know how to implement it. This, unfortunately, also took a lot longer than I had expected/intended.
BUT....
When all that is added up, I've got a new system set up that's pretty flexible and deals with updates/tweaks much easier than the old system. For example, if I want to tweak the vividness or contrast of the graphics, I can make one change in one file everything updates. (I still have to manually render things, but I might work on batching all that next.)
Here's the first example result (the mining beacon) wrapped up in an animation. It's kind of hard to tell, but not only is the light animating but the ground has lighting that pulses with the beacon. I have no idea how this looks in game, since I couldn't tell if there was a way to insert animation frames. (The attachment is an animated gif, but I'm assuming Leeor will need a series of separate frames or similar.)
I've also attached a semi side-by-side comparison of the current beacon and the new beacon (non animated), which hopefully highlights the ground lighting and color vividness (if that's even a word) changes.