@JamesSurowiecki To the 90 mph people:
Yes, (30+90)/2 = 60
But this assumes that you are traveling 30 mph for an hour, then 90 mph for an hour
The issue is you will run out of road (the 30 remaining miles) long before you complete your hour at 90 mph
To implement click-to-move, I figured I would need to procedurally define a collision shape for my terrain
Turns out #Godot already has built-in methods for converting meshes into collision shapes ππ₯
#indie#gamedev#procgen#hexgrid#terrain
@ehgoodenough eventually . . . a monster-laden wilderness where incredible treasures wait to be claimed by those with the skill and cunning to reach them
but for now it's almost nothing π
Replaced my placeholder characters with something more humanoid (thanks https://t.co/KUWDT78T4y for making this asset free)
Experimenting with character movement features, starting with these space indicators in the terrain shader π¨
#gamedev#godot#indiedev#lowpoly#rpg#psx
One trap I fall into is incessantly tweaking individual colors in-engine (or in code π±)
I'm always happier when I take a screenshot and play with colors in an editor until I have a real target to work toward
#gamedev#godot#hexgrid#terrain#rpg#landscape
Messing with the grass shader and wanted to share this experiment to show that even the sloped tiles are regular hexagons (from the top down)
Still haven't settled on the final look, but I don't plan to keep the stark boundaries between hexes
#hexagon#terrain#godot#gamedev
Experimenting with sheer cliffs
I tend to create examples manually in #Blender before I try generating geometry
(you can see where I prototyped the 19-vert hexes in the bottom-right)
The cliffs look cool and make me me want to overhaul things again π€ͺ
#gamedev#procgen#hex
Now the terrain can approximate any heuristic function. Just for laughs, here it is trying to keep up with high amplitude Perlin Noise ποΈ (followed by a more serious example)
Did a lot of refactoring to make this step feasible π§
#gamedev#Godot#procgen#hexagon
I roughed in some natural-looking colors so it's a little more obvious what I'm up to
Planning to embellish the landscape with a combination of texturing and geometry (GPU) instancing
#gamedev#procgen#indie#hexagon#GODOT
(this is still like max mountainousness β°οΈ)
Milestone for the glow-up
I added 4x the geometry to keep vertex data from bleeding along edges
Now I can cleanly differentiate between flat areas, slopes, crests, and the feet of hills in the shader! ππ¨
(btw, typical terrain will be less mountainous)
#gamedev#GODOT#hex
Hex terrain update:
- now using proper wave function collapse to generate geometry (no heuristic yet)
- only using traversable tiles now (height 0 or height 1)
- vertices know if they are at the tops or bottoms of slopes
next: glow-up
#indiegame#Godot#procgen#bestagon
I'm making this hex terrain generator for fun. My main goal is to handle elevation changes gracefully. While I'm proud of this result, I'm considering rebuilding the core algorithm with wave-function collapse so I can play with different constraints.
#gamedev#indiedev
@Acerola_t and now, the one nobody has been waiting for: volumetric sand.
Downgraded to PS1 graphics so I can go wild in the fragments, and I kinda like it here.
@Acerola_t making a rare twitter appearance to say thanks for inspiring me to try out shell texturing. It's the first time I've used shaders for anything cool and some of the most fun I've had programming. π
The sauce here is that each cell can render its neighbors' grass, too.
Entered a #Melee tournament for the first time in a long time today. Placed 9th among 52 entrants and had a blast. Playing from home doesn't suck, mostly thanks to @Fizzi36 (who has a patreon). Thanks to @AllChatEsports for roping me into their first online tournament. #SaveSmash