8 comments

[ 4.3 ms ] story [ 23.1 ms ] thread
> I like to think we did a pretty good job at hiding the tiles

I agree, this is a good job and cool to see in a game! There are some ShaderToy shaders that employ this technique, but I haven’t really seen it in a tiled game before or on authored content, and the effect really works nicely.

> near artificial structures (such as the ruined walls below) you want the edges to be straighter

The local control is very cool. If the devs are here, did you have to do anything to prevent randomized voronoi bushes from poking through straight walls?

For that matter, when tiles have properties like "passable" or "impassable", does this method prevent holes in intended barriers?
This looks incredible! Fun mix of hand-designed levels with procedural graphics to reduce the amount of work needed to make something look good.
Extremely interesting, I hope somebody uses this to up sample or create artificial structures for the NES games!
An idea: In a trail path, it makes little sense to have "corners" along the curves. Constraining the naturally-occuring (as in naked ground vs grass) borders to be differentiable might help them blend in in the environment.
Wow, great results with that technique!