Trees starting to look promising. Shaders control sprite selection so outlines hug the forest edges like a drawn map. Cities use a similar approach but with radius controlling sprite step offset and scale.
Exploring an interactive force-directed graph. Love watching it spring and settle with the connections from a minimum spanning tree or a Gabriel graph.
Maybe my procedural keypose-to-keypose spring interpolation isn’t ideal for full characters, but it was a fun idea overshooting rotations. Hyaa!
An unexpected Christmas gift to see @GameGrumps tearing their hair out over our game, struggling with something as simple as putting a sausage in a bun.
youtu.be/wH9Kgoto3jQ?feature…
Our game is reaching players in Korea - have a look!
In a few days you can try to break our sausage physics!
#wishlistwednesday
store.steampowered.com/app/3…
Swapped the placeholder characters with some lively small fellas. Helped make the pacing more apparent.
A trick i often find myself using in stylized context is fading objects into the background color. Basically crossfading from shaded to emissive without shading and towards the background color.
