Voxels are such a good fit for procedural generation. It's a shame we haven't used it much, except for grass, snow and some building parts. Here's a quick test for procedural trees.
ONE YEAR of Moonglow Bay!!!
If you've not had a chance to catch some of these magical fish, now's your chance with a 25% Discount on Steam until this weekend http://shorturl.at/dotx0
π ONE YEAR of Moonglow Bay!!! π
If you've not had a chance to catch some of these magical fish, now's your chance with a β¨25% Discountβ¨ on Steam until this weekend π€π€π€π°π°http://shorturl.at/dotx0
πHappy One Year Anniversary to Moonglow Bay!π
We're celebrating with aβ¨25% Discountβ¨ on Steam until this weekend.
We're so grateful for your support. From all of us
we're so close to release, pls dont let this flop!!!! π€#screenshotsaturday
PSA!!
The demo for How To Say Goodbye is a completely separate story from the full game! You can still play the demo on Steam rn but we'll remove it around launch in two weeks! Link in next tweet π₯°
I always write my own lighting solutions. I've had some really naive ad hoc color bleeding in my (very fake) GI before, but this is my first decent attempt to actually have the light *bounce*
Obviously, it's all tile-based. I went through a major rewrite to combine an irregular grid (like in Townscaper) with multi-cell tiles (like in Bad North). Note how one of the house tiles even cover both a square tile AND a triangular tile