Water, fish and trees
The theme of this week's work was environment: flora, fauna and display. Different topics worked on:
- I typically spawn multiple trees per tile, and I offset them in random directions. I had realised that I was sometimes pushing them a bit too far that one might get confused that tree is in tile A, whereas it's really in tile B next to A. So, I added some dynamic control to visually check the range, and make some adjustments to the range so that there's no such confusion. Now the random range in the Y axis is shorter than the X axis.
- Deep water in levels is now displayed slightly darker. Speaking of which, water in levels now stores a type: freshwater or marine, in addition to 3 depth levels (none, shallow, deep). Depth is calculated based on the closest distance to shore, using distance fields.
- I've added some water-only creatures for testing, a few fish types really, with some sprites I got here. I hit immediately some hilarious bug where the fish went for a walk in the forest, but that's fixed now.
- I've changed the underwater transparency a bit, to fade out a bit more the deeper it goes. The system still needs further rework, but not now.
- New version (re-shaded) of the palm tree sprite
- Fixed a bug where trees near water had missing parts
- Fixed another bug where weighted tags were not used properly by the level generator