{"author_link":"\/users\/zesix","author_name":"Zesix","author_uid":"zesix","comments":[],"epoch":1556647356,"event":"LD44","format":"md","ldjam_node_id":155154,"likes":10,"metadata":{"p_key":"131476","p_author":"Zesix","p_authorkey":"1009905","p_urlkey":"347670","p_title":"Progress over time of our LD44 entry \"Heart of the Grove\"","p_cat":"LDJam ","p_event":"LD44","p_time":"1556647356","p_likes":"10","p_comments":"0","p_status":"WAYBACK","us_key":"1009905","us_name":"Zesix","us_username":"zesix","event_start":"1556236800","event_key":"75","event_name":"LD 44"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD44","removed_author":false},"_superparent":139254,"_trust":1,"author":9905,"body":"Play it here: https:\/\/ldjam.com\/events\/ludum-dare\/44\/heart-of-the-grove\n\n![01-original-concept.jpg](\/\/\/raw\/1b6\/2\/z\/23dd4.jpg)\nOur original paper concept.\n\n![02-modeled-low-poly-cliff.png](\/\/\/raw\/1b6\/2\/z\/23dd6.png)\nI 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.\n\n![03-outer-cliffs.png](\/\/\/raw\/1b6\/2\/z\/23dd7.png)\nThe level was created by rotating, scaling, and positioning the low poly objects in different ways. Here you can see the finished outer cliffs.\n\n![04-working-on-floor.png](\/\/\/raw\/1b6\/2\/z\/23dd8.png)\nAdding floor platforms.\n\n![05-island-base-plus-cliffs.png](\/\/\/raw\/1b6\/2\/z\/23dd9.png)\nCompleted island base. We would later add a few more inner cliffs.\n\n![06-added-treant.png](\/\/\/raw\/1b6\/2\/z\/23ddb.png)\nAdded treant.\n\n![07-postprocessing-setup.png](\/\/\/raw\/1b6\/2\/z\/23ddc.png)\nSet up postprocessing. Uses Postprocessing Stack v2 with ambient occlusion, color grading, bloom, vignette. Also uses global fog in the Rendering settings.\n\n![08-navmesh-for-floor-platforms.png](\/\/\/raw\/1b6\/2\/z\/23dde.png)\nNavmesh for movement. For this, I combined all the floor platforms into a single mesh using the Mesh Baker asset.\n\n![09-added-spirit-tree.png](\/\/\/raw\/1b6\/2\/z\/23de0.png)\nAdded 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.\n\n![10-added-invader.png](\/\/\/raw\/1b6\/2\/z\/23de2.png)\nAdded 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.\n\n![11-smoothed-ground-platforms.png](\/\/\/raw\/1b6\/2\/z\/23de3.png)\nAdded 2 tree variations and some brush. All from the Polygon Nature Pack.\n\n![12-added-level-fill.png](\/\/\/raw\/1b6\/2\/z\/23de4.png)\nFilled the level with small rocks and brush.\n\n![14-experimenting-with-camera-angle.png](\/\/\/raw\/1b6\/2\/z\/23de6.png)\nTesting camera angles for how the player should perceive the world when playing.\n\n![15-beginning-of-ui-implementation.png](\/\/\/raw\/1b6\/2\/z\/23de8.png)\nStarting to replace the placeholder UI with actual elements. We used the Burning Moon UI asset for this.\n\n![16-enemy-ui-healthbars-always-persistent.png](\/\/\/raw\/1b6\/2\/z\/23de9.png)\nWe 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).\n\n![17-finished-ui.png](\/\/\/raw\/1b6\/2\/z\/23dea.png)\nThe initial 'finished' UI. Later in the final testing hours, we would add the full controls instructions to the bottom left.\n\n![18-over-a-hundred-trees-stress-test.jpg](\/\/\/raw\/1b6\/2\/z\/23ded.jpg)\nExperimenting with how many starting trees the player should have. This in-engine shot shows a stress test of 100+ trees.\n\n![Heart_of_the_Grove_2019-04-29_18-25-11-945.jpg](\/\/\/raw\/1b6\/2\/z\/23def.jpg)\nGrid layout to help players target their clicks.\n\n![Instructions.jpg](\/\/\/raw\/1b6\/2\/z\/23df0.jpg)\nFinal version UI (with added Instructions screen).\n\n![Fighting.jpg](\/\/\/raw\/1b6\/2\/z\/23df1.jpg)\nFinal version gameplay featuring treants fighting invaders.\n\nPlay our game here! https:\/\/ldjam.com\/events\/ludum-dare\/44\/heart-of-the-grove","comments":2,"comments-timestamp":"2019-04-30T18:08:20Z","created":"2019-04-30T17:52:07Z","files":[],"files-timestamp":0,"id":155154,"love":10,"love-timestamp":"2019-05-02T06:27:42Z","meta":[],"modified":"2019-05-02T06:27:42Z","name":"Progress over time of our LD44 entry \"Heart of the Grove\"","node-timestamp":"2019-04-30T18:02:36Z","parent":145316,"parents":[1,5,9,139254,145316],"path":"\/events\/ludum-dare\/44\/heart-of-the-grove\/progress-over-time-of-our-ld44-entry-heart-of-the-grove","published":"2019-04-30T18:02:36Z","scope":"public","slug":"progress-over-time-of-our-ld44-entry-heart-of-the-grove","subsubtype":"","subtype":"","type":"post","version":464808},"node_metadata":{"n_key":"155154","n_urlkey":"347670","n_parent":"145316","n_path":"\/events\/ludum-dare\/44\/heart-of-the-grove\/progress-over-time-of-our-ld44-entry-heart-of-the-grove","n_slug":"progress-over-time-of-our-ld44-e","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"9905","n_created":"1556646727","n_modified":"1556778462","n_version":"464808","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/44\/heart-of-the-grove\/progress-over-time-of-our-ld44-entry-heart-of-the-grove","text":"Play it here: https:\/\/ldjam.com\/events\/ludum-dare\/44\/heart-of-the-grove\n\n![01-original-concept.jpg](\/\/\/raw\/1b6\/2\/z\/23dd4.jpg)\nOur original paper concept.\n\n![02-modeled-low-poly-cliff.png](\/\/\/raw\/1b6\/2\/z\/23dd6.png)\nI 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.\n\n![03-outer-cliffs.png](\/\/\/raw\/1b6\/2\/z\/23dd7.png)\nThe level was created by rotating, scaling, and positioning the low poly objects in different ways. Here you can see the finished outer cliffs.\n\n![04-working-on-floor.png](\/\/\/raw\/1b6\/2\/z\/23dd8.png)\nAdding floor platforms.\n\n![05-island-base-plus-cliffs.png](\/\/\/raw\/1b6\/2\/z\/23dd9.png)\nCompleted island base. We would later add a few more inner cliffs.\n\n![06-added-treant.png](\/\/\/raw\/1b6\/2\/z\/23ddb.png)\nAdded treant.\n\n![07-postprocessing-setup.png](\/\/\/raw\/1b6\/2\/z\/23ddc.png)\nSet up postprocessing. Uses Postprocessing Stack v2 with ambient occlusion, color grading, bloom, vignette. Also uses global fog in the Rendering settings.\n\n![08-navmesh-for-floor-platforms.png](\/\/\/raw\/1b6\/2\/z\/23dde.png)\nNavmesh for movement. For this, I combined all the floor platforms into a single mesh using the Mesh Baker asset.\n\n![09-added-spirit-tree.png](\/\/\/raw\/1b6\/2\/z\/23de0.png)\nAdded 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.\n\n![10-added-invader.png](\/\/\/raw\/1b6\/2\/z\/23de2.png)\nAdded 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.\n\n![11-smoothed-ground-platforms.png](\/\/\/raw\/1b6\/2\/z\/23de3.png)\nAdded 2 tree variations and some brush. All from the Polygon Nature Pack.\n\n![12-added-level-fill.png](\/\/\/raw\/1b6\/2\/z\/23de4.png)\nFilled the level with small rocks and brush.\n\n![14-experimenting-with-camera-angle.png](\/\/\/raw\/1b6\/2\/z\/23de6.png)\nTesting camera angles for how the player should perceive the world when playing.\n\n![15-beginning-of-ui-implementation.png](\/\/\/raw\/1b6\/2\/z\/23de8.png)\nStarting to replace the placeholder UI with actual elements. We used the Burning Moon UI asset for this.\n\n![16-enemy-ui-healthbars-always-persistent.png](\/\/\/raw\/1b6\/2\/z\/23de9.png)\nWe 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).\n\n![17-finished-ui.png](\/\/\/raw\/1b6\/2\/z\/23dea.png)\nThe initial 'finished' UI. Later in the final testing hours, we would add the full controls instructions to the bottom left.\n\n![18-over-a-hundred-trees-stress-test.jpg](\/\/\/raw\/1b6\/2\/z\/23ded.jpg)\nExperimenting with how many starting trees the player should have. This in-engine shot shows a stress test of 100+ trees.\n\n![Heart_of_the_Grove_2019-04-29_18-25-11-945.jpg](\/\/\/raw\/1b6\/2\/z\/23def.jpg)\nGrid layout to help players target their clicks.\n\n![Instructions.jpg](\/\/\/raw\/1b6\/2\/z\/23df0.jpg)\nFinal version UI (with added Instructions screen).\n\n![Fighting.jpg](\/\/\/raw\/1b6\/2\/z\/23df1.jpg)\nFinal version gameplay featuring treants fighting invaders.\n\nPlay our game here! https:\/\/ldjam.com\/events\/ludum-dare\/44\/heart-of-the-grove","title":"Progress over time of our LD44 entry \"Heart of the Grove\"","wayback_source":[]}