heinn
2K posts

heinn
@heinn_dev
🍤 lowpoly shrimp 🍤 The Big Catch @FiletGroup 🍤 Dread Delusion @LovelyHellplace 🍤
Entrou em Mart 2018
652 Seguindo31.5K Seguidores

the most fun part of this has actually been figuring out l-systems and watch them grow
a more fun game could be just writing bacteria dna and watch them grow and compete.......
heinn@heinn_dev
made a little game for a jam limk below
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@heinn_dev I remember back when Blizzard was making WarCraft 3, there was this prototype of Undead race made as a single necromancer collecting corpses and spoiling the ground. Was that a reference? Good job, anyway!
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@GeorgePetri_ not quite sure yet, but the main idea is to slowly take over a map with the undead
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@heinn_dev looks awesome man
will it be like a old school rts or something else?
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@Bitball_Game the main revelation is that I can go way lower than I thought with texel density, and the filtering really helps (fudging uv edges too)
I guess I also did skill up a bit, but being forced to be concerned with the big picture with such small textures I think is really good
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@duc_de_puce you can individually control them, but the camera is always focused on the player. nothing set in stone though.
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@heinn_dev can you individually control the units or can you only directly control the lich?
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@TheBoneHeadClan working title is Catabothic, but nothing too concrete yet, just an itch page with a janky build on it.
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@heinn_dev Visually it reminds me of Gauntlet Dark Legacy or Goblin commander. Do you have a name for it yet, or a steam page or something?
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@RBanninga yup, the terrain is vertex weights + heightmaps
each layer has its own HSV offsets for the edges (isolating a portion of the vert gradient), the dark edge actually gets extended by a global "shadow" direction, which sits in another vertex weight and is pre-calculated
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@heinn_dev ooh nice use of heightmap blending for the terrain textures. modern but retro looking all at the same time. The holes in the ground from grass to dirt you doing some ramp tricks for the dark and bright green trimming?
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@JasozzGames yeah I guess there's a reason why they tend to look like that😅
lately I'm becoming more and more of a fan of bilinear filtering, so maybe some og animal crossing comes to mind?
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@heinn_dev I'm trying to find a similar sweet spot. I've tried 4000 times to find a low poly, toony art style that I like and can pull off economically, and somehow I always wind up in like "smooth mobile game" territory
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