roars of the tundra. mud and snow

to be updated

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so.
the inner side of the board was supposed to be something like tundra/taiga ground.
but at the same time the camera in the scene is rather far away and it could be noisy with lots of details.
more over, checker pieces are flat, so they need to slide on the surface, so there shouldn’t be any large bumps.

as a base i’ve used procedural SCATTr mud tutorial:
https://simonthommes.gumroad.com/l/yRZpV

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also tried few different biome types:

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i found this one most suitable:

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one of the uncertainties for game was how checkers should appear on the board.
my initial thought was, that ‘magical’ board has infinite space inside and a player will have an abillity to zoom in, and see this infinite space under the metal frame:

in case you are using CHROME browser, please notice, that this is a VIDEO:

but as i’ve worked this question out, it appears, that making this type of holdout shader is not an easy thing and probably going to take too much time to create, so this idea was dropped.



snow was a hard one.
i wanted to make a great looking snow with glitters and slush, but its a challange even for visual development, let alone gamedev with all its limitations.
edges of each snow bank should merge into mud and there also should be slush.
also, snow banks shouldn’t be obstacles for sliding backgammon figures.

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and this result is one im really proud of:

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but as i’ve aimed godot engine as a weapon of choice, it should be taken into consideration, that snow is going to look much worse.
so here are first tests of baked texture maps inside the godot:

in case you are using CHROME browser, please notice, that this is a VIDEO:

testing different intensity for glitters:

i hope that i can make it look great inside the game engine.

thank you for reading!



all ROTT related blog posts:

overall and logo
board
mud and snow
bear
wolf