Progress over time of our LD44 entry "Heart of the Grove"

Play it here: https://ldjam.com/events/ludum-dare/44/heart-of-the-grove

01-original-concept.jpg Our original paper concept.

02-modeled-low-poly-cliff.png I modeled all the low poly objects (2 cliffs, 2 floor platforms, 2 rocks) using the process of blocking out a shape, then adding subsurf + decimate.

03-outer-cliffs.png The level was created by rotating, scaling, and positioning the low poly objects in different ways. Here you can see the finished outer cliffs.

04-working-on-floor.png Adding floor platforms.

05-island-base-plus-cliffs.png Completed island base. We would later add a few more inner cliffs.

06-added-treant.png Added treant.

07-postprocessing-setup.png Set up postprocessing. Uses Postprocessing Stack v2 with ambient occlusion, color grading, bloom, vignette. Also uses global fog in the Rendering settings.

08-navmesh-for-floor-platforms.png Navmesh for movement. For this, I combined all the floor platforms into a single mesh using the Mesh Baker asset.

09-added-spirit-tree.png Added the spirit tree. This came from a trees megapack on CGTrader. I recolored the leaves to be blue so it stands out from other trees.

10-added-invader.png Added a viking invader. Initially the invaders had torches but we later swapped them out for axes after realizing fire would burn down the whole forest and didn't make much sense. Viking invader from the Polygon Vikings pack.

11-smoothed-ground-platforms.png Added 2 tree variations and some brush. All from the Polygon Nature Pack.

12-added-level-fill.png Filled the level with small rocks and brush.

14-experimenting-with-camera-angle.png Testing camera angles for how the player should perceive the world when playing.

15-beginning-of-ui-implementation.png Starting to replace the placeholder UI with actual elements. We used the Burning Moon UI asset for this.

16-enemy-ui-healthbars-always-persistent.png We determined it was difficult to figure out where enemies were coming from, so we enabled healthbars on all enemies (and not just when they take damage, which was the initial implementation).

17-finished-ui.png The initial 'finished' UI. Later in the final testing hours, we would add the full controls instructions to the bottom left.

18-over-a-hundred-trees-stress-test.jpg Experimenting with how many starting trees the player should have. This in-engine shot shows a stress test of 100+ trees.

Heartemof/emtheemGrove/em2019-04-29_18-25-11-945.jpg Grid layout to help players target their clicks.

Instructions.jpg Final version UI (with added Instructions screen).

Fighting.jpg Final version gameplay featuring treants fighting invaders.

Play our game here! https://ldjam.com/events/ludum-dare/44/heart-of-the-grove