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Game prototype screenshot. A shattered landscape of sand dunes and brown stone. There is a floating island in the middle, shaped kind of like an angular heart.

Game prototype screenshot. A shattered landscape of sand dunes and brown stone. There is a floating island in the middle, shaped kind of like an angular heart.

Curling, soft dunes, looking as though they were squashed or pushed towards an extremely steep cliff.

Curling, soft dunes, looking as though they were squashed or pushed towards an extremely steep cliff.

A single long strand of the ground has been pulled upwards, bending and curving into the sky.

A single long strand of the ground has been pulled upwards, bending and curving into the sky.

Twisted Dunes | #RitualGardens #sunfire_interactive

just finished adding chunk blending to the worldgen! no more nasty seams. delicious

here's a few examples showing it off with super high depth scaling. love this wispy marbling, very weird and dreamlike...

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Pixel art game prototype. A blocky landscape of dark red-brown dirt with small tufts of green grass growing on it. Above is a large twisting structure of grey bark that was supposed to look like tree roots.

Pixel art game prototype. A blocky landscape of dark red-brown dirt with small tufts of green grass growing on it. Above is a large twisting structure of grey bark that was supposed to look like tree roots.

Zooming out, the roots can be seen to form large "loops", often entirely disconnected from the ground. Not very roots-like, sadly.

Zooming out, the roots can be seen to form large "loops", often entirely disconnected from the ground. Not very roots-like, sadly.

The Roots (attempt 1) | #RitualGardens #sunfire_interactive

some very work in progress spritework for a whole second biome! and a realization...

so. i wanted to generate giant tree roots, and i thought... maybe taking a slice of perlin noise would work...

and then i realized. that gives loops. uh

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Pixel art prototype. A blocky landscape of pale sand, fading down into reddish grey, and then dark stone below.

Pixel art prototype. A blocky landscape of pale sand, fading down into reddish grey, and then dark stone below.

The Dunes | #RitualGardens #sunfire_interactive

playing a bit with colour palettes again, and working out what i want for the stone layer for this biome.

i'm quite enjoying this stylized, "conceptual" approach to block textures. iconographic, leaning into the grid, simple and clear.

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Pixel art game prototype. A landscape of large dunes, made from blocks in three shades of stylized sand.

Pixel art game prototype. A landscape of large dunes, made from blocks in three shades of stylized sand.

Dunes | #RitualGardens #sunfire_interactive

Playing with art style stuff. liking this so far! very abstract and stylized, simple to make but interesting at scale.

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Game prototype screenshot. Perched atop a mountainous dune of grey sand is a bubble of terrain seemingly transplanted from another location entirely, the slope of the ground changing abruptly at the circular border between the two regions.

Game prototype screenshot. Perched atop a mountainous dune of grey sand is a bubble of terrain seemingly transplanted from another location entirely, the slope of the ground changing abruptly at the circular border between the two regions.

Nested | #RitualGardens #sunfire_interactive

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Game prototype screenshot. A character standing on a blocky slope, composed from three different variations on the same tile texture.

Game prototype screenshot. A character standing on a blocky slope, composed from three different variations on the same tile texture.

annnd we have tiles! | #RitualGardens #sunfire_interactive

also set up an automatic two-way relationship between tiles and their associated block type resource :3

i feel very clever tonight. gonna try and do some work towards customizable biomes tomorrow, if the brain permits

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Game prototype screenshot. A circular "viewport" showing a blocky black landscape with a character standing in the middle and a large grid overlaying it.

Game prototype screenshot. A circular "viewport" showing a blocky black landscape with a character standing in the middle and a large grid overlaying it.

Ough | #RitualGardens #sunfire_interactive

i'm in a real "reimplementing the same thing multiple times" mood recently...

anyway! i have a fully functional TileMapLayer-based terrain system now! and plans for how to actually use it lol.

this should improve the performance vs the other way, i hope

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Game prototype screenshot. A broken circle of blue "terrain" on a grey background.

Game prototype screenshot. A broken circle of blue "terrain" on a grey background.

thingy | #RitualGardens #sunfire_interactive

a couple false starts and much racking of brains and i have a terrain system!

no recordings yet, too tired, but i can shift the origin and the terrain fills the circle with new blocks, progressing through the z axis as well to change it over time.

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new thoughts, new inspirations | #RitualGardens #sunfire_interactive

i had a very distinctive mental image today.

i'm imagining a 2d platformer survivocrafting game, where you have a "bubble" of Reality that you can explore inside and slowly move to different "places" through an abstract "space".

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They're The Same Picture | #RitualGardens #sunfire_interactive

prototyping is fun. i spent most of today rewriting my data structures and all that effort is COMPLETELY invisible from the outside.

lol. lmao

time for a break

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Video

Magnetism | #RitualGardens #sunfire_interactive

was messing with curve-based camera smoothing and found this fun little "sticky" camera setup!

the camera finds a point partway between the player and mouse, then samples a curve using the distance to a set max value in order to smooth its motion.

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more musings | #sunfire_interactive #RitualGardens

going to start on broader world structure and player interaction soon. first off will be just making the world generate in its base form, then breaking and placing blocks.

not sure how i'll handle inventory yet either... remains to be seen.

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Pixel art. A small anthro character, mostly blue-grey with a white glowing head and chest. Their body is angular, like a coat, with floating limbs.

Pixel art. A small anthro character, mostly blue-grey with a white glowing head and chest. Their body is angular, like a coat, with floating limbs.

First draft for the character sprite | #RitualGardens #sunfire_interactive

Not sure just yet if i want to go for this lineless style, it fits the tone quite well but i'm more used to using outlines for my spritework.

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