Bombs and Bullets Update 043 Height-based rendering


:: BnB ::

dev :: Commander Rad

tools :: Love2D, Maya, Blender, Spine, Photoshop, Illustrator, Zeplin, QGIS

web :: twitter.com/GamesBreakfast

progress ::

+ Water height-based rendering added, shallow water, nearer to the shore, is more transparent, while deeper water, is more opaque. (pic)

+ Multiple types of water can exist on a single map (pic)

- however, due to rendering issues, two different types of water textures can not be adjacent because there can't be transition.

+ Props (which are 2D) can now rest in water (a 3d plane) and be correctly obscured by each other (pic)

+ Tiles and water will have metalness and smoothness values (not textures) added. They have color and normal textures.

+ Tile props, which is grass at the moment, has been fixed and can co-exist with water. (pic)

- Yes, the current grass is ugly, that will be fixed once the workload tapers off a bit.

+ Tile height-based tinting added. (pic)

+ Basic functionality for tile decals added. This will be used for roads, blood, craters and other things (pic)

+ Map nodes, which players and AI will fight over and interact with, have been created.

+ Map node batch import function added.

+ Stat editor updated to accommodate these various editions.

+ Road tile generation workflow has been completed.

+ Road tile decal work has begun.

+ Hammered out how tile decals work, which will be helpful for road generation.

+ Exploring what types of tiles are needed for certain biomes for map generation.

+ YouTube channel soundtrack playlist is here:

+ Version 0.06 released and is available here: https://balancedbreakfast.itch.io/bombs-and-bullets

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