9 months ago

reminds me of the sandstone map in battlezone




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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

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.

experimental tile terrain generator

currently only the height and the temperature affect the region

there is a world border for when the tile index < 1 and idk how to fix it yet so I can make the terrain endless

uses basic perlin noise, based on seed

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.

Normal trees now favor areas with higher regional elevation (why a lot are clumped) and biomes are generated smoother; switched to Alltrue's tile engine, much better performance

Ricky Rabbit's Seasonal Flavoritiez! Season 3 Episode 13 (Wet Dry roundabout)

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

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

Testing out a new move! This move is for all characters

lava pool