Development Update #3

While overhauling my pump system, I decided to delve deeper into auto materials and ended up with results that really help streamline my workflow. One of the biggest improvements is that I can now scale meshes without worrying about texel density—thanks to using world UVs, textures remain consistent and blend seamlessly across different pieces.

I’ve also integrated a simple yet effective water line into the materials. This small addition makes a real difference in selling the appearance of water as objects meet the surface. On top of that, implementing the depth buffer has allowed me to seamlessly shift between high- and low-resolution meshes in the distance. This means I can keep performance in check without sacrificing visual quality; from the player’s perspective, the lower-detail models aren’t even noticeable.

The flexibility of the material system is impressive. Even without adding much variance, it already looks great. Assembling rocks, both by hand and using PCG tools, has never been easier, and this approach will help me build larger, more diverse maps. By mixing and matching these assets, I can create unique environments on the fly, opening the door to a much bigger playable area.

Right now, I’m still ironing out the core fishing mechanics. Once everything feels stable and solid, I’ll focus on polishing the gameplay loop, ensuring that each cast, catch, and headshake feels just right. After that, I can lock in the fish types and their parameters, bringing the world to life and moving closer to the final vision I’ve had for this project.


Discover more from Topwater Odyssey

Subscribe to get the latest posts sent to your email.

Leave a comment