If you're interested in the game and following along here, you may have noticed updates are few and far between. That's because this website's bad now!
I'm more active on Bluesky at https://t.co/vSEOEoVnpU
If you're interested in the game and following along here, you may have noticed updates are few and far between. That's because this website's bad now!
I'm more active on Bluesky at https://t.co/vSEOEoVnpU
3. Randomly do one of the following:
- Move the ColorRect slightly along the x axis
-Randomize position and size. I'm using powers of 2 for the ColorRect height since my game is low-res pixel art. Width of the ColorRect will be based on your background frame size.
Thought I'd share how I got a quick-and-dirty "speed line" effect in about 20 minutes, to add a bit more life to this minigame (GDScript in 🧵).
#birdingRPG#GodotEngine#gamedev#indiedev
Recently hit an important milestone for the feel of the game— you can see neighboring levels and transition between them without exiting to the overworld!
#GodotEngine#birdingRPG#indiedev
Steady progress! Finished with basic habitat generation and almost done with a final revamp of the map UI. A lot of sweat into making the game more “open world”, with the player able to move directly between levels outside of this screen! #GodotEngine#gamedev#birdingRPG
In addition to terrain, the overworld map is now procedurally generating some major and minor towns, highways, and classifying regions into national forests, wilderness areas etc. These will dictate the vibe in individual level areas!
#birdingRPG#GodotEngine#gamedev
Feather Trail is now listed on the Steam store, please take a minute to wishlist it! https://t.co/FShber3a23
Identify real-world bird species through timing-based minigames while exploring an open world of pixel habitats.
#gamedev#GodotEngine#indiedev#birdingRPG
River generation for the ecoregion has been a slog but I'm pretty happy with where I've gotten in the past week! Useful context for getting a level's habitat to make sense.
5x5 on this grid represents the in-game levels. Roads and towns next.
#birdingRPG#GodotEngine#gamedev
Riffing on simple terrain generation for the ecoregion— elevation (sampling from noise) & rivers/streams (downhill A* pathfinding). Needs more refinement, but this'll dictate the habitat types of individual levels on the grid #birdingRPG#GodotEngine#gamedev#screenshotsaturday
Need to find a way to pick better river "destinations" since A* thinks in those terms. Right now they tend to ride the edges of elevation gradients to avoid "falling into a trap"