Working out the first concept art involving terrain in Samerion

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The cool factor given by built-in texture painting is sky high
It is really hitting me rn how far the project has gone now. Damn. Damn, I'm proud of this.

Some tweaks and fixes later, I think it's looking a lot better!

Due to a quirk in the shader, sometimes the shadow is applied excessively… which is a bug that I should fix, but the only consequence is the creation of highlights, which makes this a feature!

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I wrote a structure to index the tiles by their bounding box, which makes collision checks so much faster!

No lag when drawing! Or when selecting vertices!

But I can't show on video because screen recording is laggy 🤷

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More of the same area… and at a different angle. I'm having fun with this!

I will have to add more tiles, certainly, but completeness isn't really my goal with this piece.

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I wanted a log bridge, but how do I build a log bridge when all I've got are tiles? Well… let's make a few hexadecimal tiles, scale them down and rotate!

You know it's good when I'm already getting creative with it :P

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What did just happen.

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Just letting you know that Samerion, including Flamebox, The Hunt and Fluid, is made without using, and will never use, LLMs or other generative AI.

It took three days, but I've got a hi-res screenshot/render feature working.

This one was taken at 3840×2160 resolution.

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I should make a video showcasing the UI, it's really cool :P

Added an option to include a watermark on renders, for fun! ^^

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@samerion The shadows and highlights make this scene look really nice! I didn't notice the same effect in the previous screenshot in this thead. Did you change something?
@aelspire I'm not sure? The last screenshot has shadows and highlights just as well, but I did change the light setting to make it look like the sun is setting 🌅
@samerion Yes, I've noticed but I meant the effect is not so nice and noticeable as in the last one. It must be the sun setting. Great work!