Weekly progress #34

Greenfeet Haven

Hello, dear Greenfeet friends! May the grass be soft under your steps!

Another very busy week passed as I focused on fixing and improving the rendering system. I couldn't manage to get back to the idling AI as I intended last week. So more on that next week, hopefully!

Unified depth system

The codebase converting the position of items, furniture, plants, and greenfeet had slowly evolved into a burning mess. It has now been completely rewritten. Computing depth is now handled by the same component for every in-game entity, and it has resolved many outstanding issues.

Plant patches

Until today, they were rendered as single images, which works well in most cases but not for patches of flowers or tall grass. From now on, plants can be split into multiple sprites so walking in the middle of a field doesn't look weird anymore.

a comparison of plant rendering

Plant bumping

Moving entities will push and bend nearby plants as they walk around. Add that to the fixed depth system and plant patches, and you get a cool "greenfeet crossing fields" effect!

a greenfeet crossing tall grass

New flowers on the way

I wanted to have more vegetation diversity in the game, so I started drawing and integrating new flowers to replace the old "daisies" and "dandelions", which are very basic.

a greenfeet crossing flowers

pixel art flowers

That's a wrap for this week, thank you for reading!

PS: don't forget you can wishlist Greenfeet Haven on Steam, so you don't miss when it's out!

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