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.
  • Controlling tree spawning randomness
  • 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.
  • Subtle darker color for deeper water
    Subtle darker color for deeper water
  • 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.
  • Fish!
    Fish!
  • 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.
  • Underwater fading alpha in shallow and deep waters
    Underwater fading alpha in shallow and deep waters
  • New version (re-shaded) of the palm tree sprite
  • Reshaded palm-trees
    Reshaded palm-trees
  • Fixed a bug where trees near water had missing parts
  • Fixed another bug where weighted tags were not used properly by the level generator
Lodge generated with
Lodge generated with "abandoned" and "carnage" tags. So, cobwebs and blood