I’ll keep using this post to put updates on the game I’m currently developing for fun. The codename of my project is “A Forest”… not very creative, but the title will change later.
The production philosophy for this project is to keep graphics minimalistic (but appealing) and to focus in the gameplay features.
I want to built a story-rich metroidvania-like game with emphasis in exploration and a bit of resource gathering. I have a lot of ideas but for now I’m focusing into create a pixeled natural environment that feels responsive.
In this video you can take a look at:
– A complete implementation of my procedural ground and grass decoration algorithm discused earlier (complex shapes merging, random flower, rocks and “mineral shine” patterns)
– Falling of ground debris when ground is hitted from above.
– Water FX.
– Simple movement pattern for the fireflies spawning from the flowers.
– Complete behavior algorithm for fish.
So, I put together a commented example of this algorithm.
It’s a simplified version of the one implemented in my game, so anyone can add more features to it. It’s not perfect, it glitches on some specific circumstances. Mine is highly adjusted for the game I’m developing, and you must debug this version for your own purposses, but the basic idea is there.
For example, it glitches when ground blocks share edges (for some circumstances that’s not a problem in my game):
So, avoid that or improve my method.
Feel free to use the sprites I improvised for this example. There is an SVG file bundled with the project, it contains the vectorial designs for the sprites. If you want to modify the tileset I recommend you a free program like Inkscape.
I’m working on a system to design more levels more quickly and get rid of putting each texture and each decorative object in place.
So I made a procedural system to do the hard work for me.
For now it looks very simple, but I can generate even more decorative elements with the same algorithm.
The idea is to be able to design levels just by placing large blocks in the design window that the game completes during runtime.
Here are some screen captures:
At the design window:
At the design window: