Updates 1
Hi!
So, this game is in its early stages but I just made an actual playable town where you can move around and thought it's a significant enough milestone. So I am going to describe about how the project works and stuff so someone who is inspired by its artstyle would also get some ideas on how to implement them.

The image shown above shows a somewhat recent look of how the game actually is. The game is written in Godot. Models and textures are made in blender.
Why does the lighting/shadows look zelda-esque? It's because I'm using a shading technique called Cel Shading which a lot of video games have been using to provide a cartoon-y feel to games and animations. Although this isn't traditional Cel shading, it's some sort of a variant of it. I just did some math with the lighting and shadows to get the desired effect. Most of it is achievable through trial and error though.
The tree leaves are made with blender's particle system and within godot, I just wrote a shader that applies on each leaf, to move its vertices in a circular motion giving it a very windy feel. I also did a variation of the inverted hull method to create shadow-leaves which I thought added an interesting effect to the leaves. Almost like an outline but not exactly it.
For that house, those metal sheets have some dirt on them. So do the doors. That's done by multiplying a dirt texture (greyscale) with desired color.
That's pretty much the updates I have so far on the tech side of things. Hope you like it. If you have any feedback or anything you'd like to know, feel free to drop a comment.
Get Monoxide
Monoxide
A lore based farming simulator within a borderlands inspired world
Status | Prototype |
Author | MakerOfGames |
Genre | Simulation |
Tags | Farming, Farming Simulator |
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