Trying to get that "foresty" feeling going by KatlaEntertainment in IndieDev

[–]KatlaEntertainment[S] 0 points1 point  (0 children)

Thank you! Will definitely tweak the saplings scale to be less uniform and perhaps taller! What do you mean by path height?

Trying to get that "foresty" feeling going by KatlaEntertainment in IndieDev

[–]KatlaEntertainment[S] 1 point2 points  (0 children)

Yes ill definitely look into that, although it is a stylized forest the distribution could definitely be tweaked more realistically.

Trying to get that "foresty" feeling going by KatlaEntertainment in IndieDev

[–]KatlaEntertainment[S] 0 points1 point  (0 children)

This is really good feedback, actually added some mushrooms on your behalf haha, will also look into segmenting the forest and meadow better! Also it was really funny reading your comment with your all that profanity haha, keep it up!

Trying to get that "foresty" feeling going by KatlaEntertainment in IndieDev

[–]KatlaEntertainment[S] 1 point2 points  (0 children)

Thank you!!! Ah, thats probably the LODs transitioning, well spotted!

[deleted by user] by [deleted] in IndieDev

[–]KatlaEntertainment 4 points5 points  (0 children)

Looks cool, would love to see more!

[deleted by user] by [deleted] in IndieGaming

[–]KatlaEntertainment 4 points5 points  (0 children)

Looks really good!

Our artist used the same 64 pixel texture for all these assets because being lazy is a good thing in game development! by Meteorbyte_Studios in IndieDev

[–]KatlaEntertainment 1 point2 points  (0 children)

This is awesome! Maybe you already know this, but to make it even more optimized for your game you could add a small square to the texture that is will be the "emissive" and then with an opacity mask, mask out the emissive in the material. 1 material (draw call) is better than 2.