What a busy week!
I got oodles and oodles done this week and here is a short overview.
Making Things Walkable
I spent a significant amount of time this week making sure every place in the level is reachable, and how best to design walkways to higher pastures and hills.

For this, I also utilizes some helper meshes to make it much easier to form the landscape into a walkable slope. This looks something like this:
Change to Our Landscape Material
Now that the level has a layout I am fairly happy with and the player can walk everywhere they are supposed to, it’s finally time to swap to a proper landscape material.
As much as I love our 2D game maker map, it is time to let go. All good things must end at some point, after all.😉
First things first, we need to apply the procedural landscape material we previously created for the prototype level and apply it here.
We also have to make sure to paint in our roads; otherwise, it would just be all grasslands.


Adding Our Grass
Now it’s time to make it lush! We add our grass meshes to the landscape.
You can read more about the details of the grass foliage here.
It never gets old for me to watch this fuzzy, lush grass swaying about 😁.



Adding Our Atmos System
Using our previously developed atmos system, which handles, among other things, weather conditions, we added that feature also to our new fancy level.
Check out this video to see it in action.
Adding Our Day’n’Night Cycle
Last but not least, with all other things in place now, we also add our dynamic day-and-night cycle.
Here are some in-game screenshots showing off the mood everything coming together can create. I am so excited to show this off😁.







You can read more about my day-and-night cycle implementation here if you are interested.
And in the spirit of brevity, I will leave it here for this week. We achieved plenty of things this week, and stuff is starting to come together finally. 😁



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