This week we discuss terrain generation and graphical improvements, as well as the progress that was made developing the new weapon, tool, and armor forging system!
Firstly, I want to thank Blauherz (Slime Supporter), Anuar (Slime Supporter), Sagwopper (Slime Supporter), and Jontover (Hero) for their contribution via Patreon! Your support helps out a lot and I really appreciate it! 🧡
Region Heightmap Improvements
A coastal desert region showcasing the improved plateaus.
There were improvements made to a couple of landscape types: hills and plateaus. Landscape types determine the type of heightmap a region will have. Currently there are four different types: plains, hills, mountains, and plateaus.
The frequency and amplitude values (these affect how steep and how high hills can be) have been tweaked to allow for hills to become softer and less steep.
Previously, plateaus were not a landscape type. Instead they would form when a region landscape will randomly choose a max height. This week I made plateaus a landscape type. This gives me more flexibility to how they can generate across the world. Being a landscape type also means they can generate their own heightmap layer, allowing for more diversity to the terrain.
A coastal snowland region. Showcasing the new ice block and snow generating on top of trees.
There were a couple of improvements made to the snowlands biome. The first of these improvements made it so that trees can spawn with snow on top of the leaves in this biome. The second introduces the new ice block. Ice will spawn over water in the snowlands biome.
Early prototype of the forging editor. This is where you'll be able to design your weapons, tools, and armor. Some additional features still being worked on and are not shown in this video is an action bar that displays blocks you can use that are in your inventory, and a panel that displays the stats of the item you're designing.
Development has started on the forging system this week. The forging system will allow you to design weapons, tools, and armor block by block, customize its stats, name your item, and even save your blueprint so you can easily craft or edit your design if you need to. You'll be able to use procedurally generated resources you discover as you explore your world to build these weapons, tools, and armor. Each resource you find will have different stats allocated to them that affect the stats of the item that you forge.
The way it'll work from the player's perspective is that you'll need to craft a forging station, then use that station. You'll be able to choose to create a new design, delete a design, edit a design, or instantly craft an existing design. If you choose to create or edit a design the forge editor screen will popup and you'll be able to start designing!
This is a very early prototype, the appearance and functionality is subject to change, but the overall concept is shown. There's still a lot more work to do in this area, and I'll be able to provide more information as development continues!
Showcasing the new flat shadows.
This week I decided to go with a flat shadow type of look. I initially went with this look as a placeholder before working on a smooth lighting system. I actually realized the flat shadows don't look too bad and fit the aesthetic of the game pretty well. It's also more performant and saves me some time, so win-win-win? 😄
Oh, mobs and characters also receive shadows now.
The new falling leaves effect. A simpler mesh improves performance and allows for more leaves to fall from the trees.
A few minor changes were made this week. One of them being that I changed how the falling leaves particle effect looks. They were cubes at first, but I changed it to a flat mesh and increased the amount of leaves that fall. I like the added amount of leaves, but I'm not too sure if I want to keep it this way, so I'd like to hear what you guys think. Cubes or quads?
Another change was to the procedurally generated color palettes to deserts and snowlands. I adjusted a few colors for these biomes (some of the colors were a little too bright, and some snowlands colors didn't really look like snow), not a big difference tbh but just something probably worth mentioning.
Next Week Preview
That concludes the progress made this week! Next week I'll solely be working on the forging system. I think I can get most of the whole system done next week, so I'll be able to show some actual footage of that pretty soon.
If you have any questions, comments or feedback, let me know! Your feedback is important and I'd love to hear from you guys. You can email me at firstname.lastname@example.org, or by dropping a comment wherever you saw the link to this blog post! (twitter, reddit, discord, etc.)