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  • Nov. 14th, 2022
  • xax: purple-orange {11/3 knotwork star, pointed down (Default)
    [personal profile] xax
    Tags:
    • gamedev challenge
    posted @ 12:42 am

    gamedev reportbacksssss

    i didn't get an enormous amount coded these two weeks since i'm also doing nanowrimo (it is going okay; i am mostly writing turtle porn). but i did manage to fix an old busted part of the code.

    so last two-week segment i rewrote the shader. this time i got growth ticks working again, and got plant pollination and spreading working, so basically "the rudiments of plant simulation". i also added in decor objects, which are like plants but they don't actually grow. presumably some of them would be stuff you could harvest or collect or build or w/e in the future. this also revealed some remaining issues with the shader, because currently tile occupants are rendered at the same depth as the tile they're on, which leads to a problem where the occupants end up rendered behind the tile, so it looks weird and bad. i think the most principled solution to this is to have 'depth' vary across the tile, so literally as a tile is drawn its depth value will vary based on the y coordinate of its rendered position, which would mean that tile occupants would be able to occlude it correctly. something like that. but i didn't get around to that so i'll have to do that later.

    i posted a bunch of screenshots over at mastodon. here are some of them:
    1. #1
    2. #2
    3. #3
    4. #4
    5. #5


    oh yeah also i added some very basic 'tile inspection' tools. there's a magnifying glass icon you can click to inspect a tile's material properties + any occupants on it. the plan is to eventually add things like nutrient levels in the soil to control plant spread (to have plants die from overcrowding, etc), and to have those values impact growth levels. this probably means drawing a huge complex spritesheet for each plant to handle things like "stunted growth, growth stage 3" "normal growth, bonus yield" etc for all relevant attributes for a given plant. we'll, uh, see how that goes.

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