A bit late as usual, but here is last week’s saturday screenshot.
A shot of a character in the new volcanic environment, that is still being developed. If you’re not following me on Twitter, you might notice the slightly different character. I’ve indeed reworked them, something I’ll talk about longer in a future post. But for now:
Quick post to show the last screenshot saturday screenshot I uploaded. If you follow me on Twitter, there are good chances that you already saw it some weeks ago, but I posted it on Reddit’s /r/gamedev only last week.
It’s a very simple screenshot, nothing fancy about it, since it’s mostly showing the color rework and UI modifications that I was talking about in earlier posts.
New screenshot based on what I’ve worked the most these days: improving the environment. To do this, the map editor has been upgraded (check the video below to see it in action), the biomes has been slightly reworked, a sea level has been added and both a vertical fog and an horizontal fog has been implemented. Nothing ultra fancy but the rendering is quite better, and it now allows to find some interesting sceneries that I’m not necessarily aware to create when editing the map from above. For example, this scenery :
And here the video showing the map editor. Quick and efficient with the procedurally generated biomes transforming a plain heightmap into green hills, rocky mountains, or sea shores:
New screenshot for this (freakishly hot here) saturday.
If you remember my post from two weeks ago about the UI, you may remember aswell that I was planning to rework the text display. It’s done. Much nicer with antialiasing.
The screenshot contains a mob fight with a hundred entities around. It was mostly a load test, but makes for an interesting screenshot. Note that I can go up to 500 fighting entities on that little square of map before encountering problems. Not exactly what is supposed to happen.