Procedural trees - post-dare dev
Since I was never happy with the ways the trees worked in the original, I thought I'd have a go at procedural / random generation of tree shapes.
Very trial and error. Anyone else done something similar? Did you use curves / smooth falloff, or just randomising?
I've yet to figure how to fill the gaps / recreate a similar style to the fixed trees. On the plus side, the collision will be consistent - so each 'chunk' of leaves will be a platform for some Crouching Tiger, Hidden Dragon style battles.
Game here: https://ldjam.com/events/ludum-dare/45/forest-ninja-wizard-ghost
Progress on post-dare
