
PERLIN NOISE TERRAIN!!
@skyistumbling
is helping me with Isolation now. So far it's got procedural terrain with noise, and massive amounts of grass grown over the ground. I cannot give enough thanks to him for his help! Everyone go follow him :D
Next up
few tweaks
fluid dynamics / viscosity now, did a test to make sure fluid levels were actually preserved during movement
ignore the funky player movement, it really needs to be fixed
a week ago my fps at this scale would be sub 30
small changes add up
Happy #WIPWednesday! Are you working on a game? Making some art? Practicing a song? Something else? Tell us in the comments!
added lighting. ripple effect is due to how the lighting works - tiles check adjacent tiles light level, and if its greater, they increase their light level by a set fraction of said tile.
@MidnightForge
is a Jolter to Watch and the solo horror dev behind games like Those Who Dwell and Nowhere! Follow @MidnightForge
and the Those Who Dwell game page before the quest ends on March 17 and you'll get Coins!
few sample Seed values. terrain is entirely based upon seed value. biomes are created based upon humidity, temperature, and elevation, all of which are generated by noise
Branched off to a side-scrolling version of the tile engine. Lighting now uses set transmission levels per tile, with heavier materials dampening the light and less heavy materials such as dirt allowing more light to phase through
The Scratch Team has just recently updated their Terms of Service yesterday, letting you know they now have full permission to use your content to train AI models.
adding grass outline wrApping. was a lot more difficult than expected






















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