Devlog #6 - Time to talk


Hey guys,

Last week was a very productive week :D I began to do again painting on a tablet, the gameplay debug was quicker than I thought, and for the grass and water shader I manage to simplify their movement.

I needed to balance the weight of the player on grass but also make uneven everywhere without using too many textures. So I manage to code a "texture" from the world position datas and combine it with an eerie wave to simulate the wind

I loved using this website to test some wave formula https://www.desmos.com/calculator/o2b8mnfigk?lang=fr

So I used it also for the water shader, buit it was more complex this time : I wanted my shader to do a pond, a river and a waterfall texture depending of vertex paint and world normal, but also river banks. I manage to combine the noise I used for the grass, to mix moving textures along the direction I choose and recombine all of it in a smooth result. Much better than my previous water :D

For the gameplay, I used the result to make few adjustments and the debug was quicker than  I thought, so I could spend more time on the cover painting (It 's been almost 3 years I haven't paint). It's not finished but I am glad I found a way to make it work ;)

The scene depicts the goal of the player : after climb his way out of the first dungeon, a mysterious world awaits with a gigantic tree growing in the middle of a lake. The title will match with the tree silhouette,  but it's too WIP to be shown ;)

Finally this week, I will focus on starting to communicate a bit more about my game, make a small trailer, and finish what I started ;)

See ya !

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