
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
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
a week ago my fps at this scale would be sub 30
small changes add up
few tweaks
water physics; rudimentary. quite similiar to my light flow except the water prioritizes vertical motion over horizontal, and the law of the conservation of energy was especially applicable. not pretty right now, hopefully i will clean it up xD
Happy Devruary! Devruary Day 16 celebrates @balladrion
! He's the developer behind Balladrion, a 3D rogue-lite action RPG set in a magical fantasy world. We also have a question for the devs of Game Jolt: What feature almost broke your game?
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.
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
Happy Devruary! Devruary Day 15 celebrates @ambercrowngames
! They're the game devs behind the puzzle-platformer game One More Experiment. We also have a question for the devs of Game Jolt: What’s the biggest dev mistake you’ve made?
adding grass outline wrApping. was a lot more difficult than expected























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