accidentally played little oceania for an hour today after doing some balancing changes! I feel like I didn't prototype enough early on but now its sooooo satisfying to have things finally feel like they are clicking :D
As a non-artist its been quite difficult to try and figure out colors that actually look good and make the important bits pop, w/o too much visual noise. I feel like I'm finally going in the right direction
@BadNorthGame I think this works well for this game in particular because I have important UI elements as decals in the water, so the contrast created by the dark shadows is visually aiding gameplay wise
@BadNorthGame that reflection texture can then be multiplied by a *darkness factor*, in this case 0.4. this value is added to the ramp sampling, so in areas of reflection i'm sampling to U axis at 0.5, 0.7, 0.9 which gives it that stepped color look
@BadNorthGame the whole scene is then captured with an additional camera from below. the resulting texture is then flipped upside and blended into the water. I step the reflection texture so it has values of 0 (no reflection) and 1 (reflection exists)
@BadNorthGame the water is sampling a ramp texture with 5 shades of blues, sampling at 0.1, 0.3, and 0.5 on the U axis to achieve the tri-tone water effect (which is then masked by some noisy voronoi to create the squigglies)