Didn’t really have that much time this week to work on the project however I did manage to get some stuff done as well as add a new member to assist me.

Shaders & Models

I managed to make a simple shader that simulates wind movement for all the grass in the game. Not sure if I’m going to keep it or rewrite it but it will do for now:

(Grass Shader in action)



On top of the grass our new modeler is working on some new assets so we can move away from the temporary models and meshes, here is a concept for one of the magical crops that can be collected in the game:

(Particle Effect is TEMPORARY)



Procedural Weather System

One of the biggest additions to the world is a new Procedural Weather System that I have been developing on for the last few days of spare time I have. Build it in a new Unity project to test its performance and overall capability. Pretty happy with it so far:

(SimplexNoise Procedural Weather System)



What you are seeing is the player moving across the map and the area around him updating every few steps checking to see if that new area (Represented with a blue dot) is raining. If the area is raining then go ahead and activate the particle system and the sound source connected to it. For the actual implementation in the game I will lower the density of particles and adjust the scale of the noise to a more realistic value as well as make a better sound effect.

Here is the simple particle system I made:

(Rain particle system)



