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(3 edits)

Perfection is about imperfection

The procedural dry tree I presented in the previous post looks too unnatural, like a bunch of sticks glued into each other.

One key feature is missing to achieve good looking procedural nature: imperfections, aka, noise.

Now the branches are distorted according to a noise function I created for the game.

I also applied the same concept in the tree's procedural texture:


To make wood texture look more like wood.

Next is to make the game generate leaves for the tree.

Game is around 9% complete and 20% ready for alpha release.

Making a 3d game especially the graphics and assets is quite hard. Good luck 👍

You're right! Coding the graphics is also a challenge. Thanks, man!

Deleted 274 days ago
(+2)

Thanks a lot! I plan to go through the properties in a video, but haven't had the time to properly make it. As a fellow solo dev, you know how solo game dev is hard, right? So many fronts we have to tackle

Deleted 274 days ago
(+1)

Yes, it's quite nice to have complete independence (hence the name indie game dev.)!

I'm making my own engine because I love this part, I already do it for a living, but yes it's specially hard to maintain your own game engine, thanks for the acknowledgment! Personally, what I find most difficult is marketing and social-media stuff, It takes too long for me and I always feel like I'm missing something.