Lands of Koastalia is a relaxing city building game with a unique building system. Craft natural-looking villages, manage resources within and across them, explore an island, and meet the needs of your residents.
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Hey! I'm making a relaxing City Builder game set on an enchanting island.
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I'm making a City Builder game with a unique building system that allows you to 'draw' buildings like a painting on a canvas. And I'm happy to announce that our 'coming soon' Steam page will be live by the end of the next month!
#indiegame
I'm working on my indie city-building game. There have been fewer updates lately as we are on the finish line for creating a 'coming soon' Steam page. Hopefully, we'll publish it in February!
#indiegame
Here are couple of shots of my relaxing city builder game set on an enchanting island. The game is in early development state. Itβs focused on crafting natural-looking villages and managing resources withing and across them
#screenshotsaturday
Here is the first building process shot. It's super rough, but I'm excited to step into smth new. I'm working on processing cells and getting meaningful data, like putting several houses that fill the area, surround everything by fence, etc.
#screenshotsaturday
I'm making a City Builder game with a special building system that allows you to 'draw' buildings on the island. There will be resource management and logistics involved.
Steam coming soon page will be live in less than two weeks!
#screenshotsaturday
After splitting buildings vertically on different tiles their animations broke. It was for quite a while, but today I fixed them.
The game I'm working on is called Lands of Koastalia and you can already wishlist it on Steam!
We are working on improving colors and the whole look of the island. Sometimes changes might seem minor, but the perception of the image changes a lot
#screenshotsaturday
It was tough holding back this update for
#screenshotsaturday
, but it's finally here! Progress is speedy and the latest addition is an absolute darling.
Don't forget to sign up for monthly updates β‘οΈ:
I always tried to avoid recording lakes, but few days ago I managed to make them much much better. So this
#screenshotsaturday
I'd like to show you just lakesππ. You might also notice that FOV changed quite a lot. I'm still trying to find the best value
I was just thinking about sounds for building animation, like... probably I can record them myself.. with my mouth. Say no more!
I swear to god,
@OskSta
did the same for Townscaperπ. Do you have some sort of story about that or I'm wrong?π
I was working on algorithm for placing doors and entrances into buildings and fences. It's looking for yards connected to houses and place a door for each unique yard. Also, each yard is trying to place an entrance connected to road
I'm so excited to tell you that tomorrow I'll announce my City Builder coming soon Steam page! It's unbelievable how fast time has passed and how awesomely people received such an early state of the game. It gives me so much energy and motivation to work on it, thank you!
Hey! There is a new article sent for those who signed up for the newsletter.
For those who didn't, here is a short article about what we've done during last several months:
Yesterday I added this small animations for tiles that change in reaction to environment changes, like adding or removing doors depending on roads around the plot. Basically I'm using BBox of changes that is fed into the shader to mask the animation inside that area
I'm working on one of the most important system in my game. I want buildings to be updated to fit changing environment around them. Here is a very early and rough prototype for
#screenshotsaturday
Btw, you can wishlist the game on Steam! Link in my bio.
Step by step making WFC terrain generation. Today was a huge progress under the hood where I fixed a lot of things and started getting so much better results for generating tiles in height. Need to place trees correctly though :) π²
I'm working on a better control over generation. I was using point types to mark where doors should be, but that solution has massive drawbacks. So I moved to using Flags for tiles and cells. It's better now, but still, there are a lot of limitations.
#screenshotsaturday
Spent two days to achieve this kind of a coastline generation. Have tones of magic numbers that I'll have to collect and properly organize into one structπ₯²
Adding just a few tiles with tiny details makes the whole picture much more interesting. Was not expecting that. Although, buildings are still feel copy pasted. It should be fixed on the stage of pushing more content, but now I'm more focused on new logic
I've written a little update that covers last two months of development. The most exciting part during these months was concept art!
It'll be sent tomorrow via email, but you already can read it here:
Here are first results of my road system. It can find all separate roads, junctions and squares. It also updates only that instances that will change after building new roads around existing ones
There are just 3 days left until I announce my relaxing City Builder coming soon Steam page!
Right now I'm working on different features that allow you to customize buildings. Although it's hard to focus on them because of excitement for launching the Steam page π
I started working on improving houses generation. At the moment I'm far away from what I'd like to have in the game though. So many problems to solve... But I'm ready to put in as much effort as needed to make them beautiful.
All the art for the Steam page was made by my wifeπ. I'm not sure if Coming Soon page will show you all of those capsules though. It will be live in 4 days and we'll see!
Testing new house model right now. You can compare the new one in the middle with the old one on the right. Looks more interesting, but I'm not satisfied with the feeling overall.
You can already wishlist my game on Steam!
#screenshotsaturday
Happy New Year to everyone! π
I've shifted my focus on Steam page preparation, so there is no any noticeable changes in the game at the moment. Although I'm super excited about what we can achieve in 2024!
Until this moment, it was pretty confusing to determine what you've selected when the area is hovered by trees or other geometry. I decided to take a few hours and play with different ways of masking it. It's not final, especially the pattern, but in general it's much better now
I'm exploring how buildings can be placed. I'd like a player to 'draw' houses/fence/field separately inside selected area for custom designs. But at the same time I feel that it might become boring and repetitive after a while. So.. maybe semi-automated approach?
Today I cut our blockout houses into tiles to test their scale in the world. Already made several notes what I should focus on in generating graph for buildings. The general look is pretty fine, but there are quite a lot of problematic cases
I've finally got an approve for publishing my Extended Shader GUI in the
@AssetStore
!
ππ
It allows you to use new attributes to make material editor for your custom shaders pretty. It's very easy to integrate and use!
#shaders
#techart
#technicalart
I'm making a relaxing city builder. And after spending the last month on a lot of preparations, Iβm proud to say that just in 7 days I will reveal the full title, the early trailer and the Steam page!
Working on spawning different props on top of buildings as you can't have everything inside tiles geo. Was thinking a lot about the approach and decided to chose one that describes spawn areas on Blender side. Works pretty well, but need many improvements
It's painful to see how the progress is slowing down when you start polishing things. It also looking nice, but there are very few things that are not going to be changed significantly in near future
It's
#TrailerTuesday
Finally!!
Here's our trailer of Katsl, an upcoming cozy cat-city builder.
#indiegame
Hope you like itπΊ You can also Wishlist here π
I was ill the whole week, so there is nothing special to show you. But I still want to share a bit of a progress for
#screenshotsaturday
so here is a pretty raw WIP screenshot with house tiles and roads
So here are couple examples of what should be fixed. But those are just what works wrong or unexpected. And there are quite a lot of other things that should be doable in the final game. Like having houses with nice spacing both outside and inside of some area (1/2π§΅)
Exciting news! π
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Can't resist sharing with you a rough step of our buildings creation. Those are just blockouts, but I can already see the potential and can't wait when they will be done, polished and cut on tiles
Trying to find out how to make mesh generation on top of the terrain for both vertically deformable and non-doformable tiles. Got a solution for the first one
Working on nice looking low fertility ground areas. Already pretty satisfied how it looks, but there is a major issue from game design part: how to separate roads from grassless ground patches and keep all the beauty?
Working with math is always a fun. Today, I'm making a movement component for AI along a path. Although it was a bit janky at first, it's becoming more natural and exciting as I go along
What I've learned a long time ago as a technical artist - if your artists are happy, so you are. That's why I created a Blender plugin to visualize crucial data for the tiles, taking lots of headache away for my artist
Progress has slowed as I work on polishing and testing mechanics, improving pipeline, etc. But I'm still super motivated to work on it, even without visible changes.
Taking part in
@HarryAlisavakis
's challenge this fortnight. The theme is flowers and this is the first iteration of my idea. Tools I've used: Houdini for generating mesh,
#Unity
and
#shaders
for animating it πΈ
One of the biggest problem that WFC intoduces is a complex debug. That's a challenge to find the best way to locate a broken tile, as it might be hidden under properly working step that propagates an error further away. Visualization should be a key
Little update of my pet project progress. Already have working marching cubes on irregular grid. Had several challenges, but nothing unsolvable. Oh.. the main achievement - migration from Unity to UE5
#screenshotsaturday
Just a little screenshot of our conversation about the whole island look. That's an actual island generation with some overpaint on it. Quite a lot of things to do, but in general everything seems very promissing
Found myself stuck in a loop of changing same things, so I decided to make a big picture planning. Next phase of the project is Demo, so I tried to find all major topics and put them on a timeline. It feels like it might take me a whole year working on them. Not good π π π
Little update on my project. Had a lot of struggles investigating constraints and must have features for WFC and rewriting huge parts of it several times. Pretty happy how it goes though
#screenshotsaturday
Few weeks ago I started making procedural stuff for WFC. Progress is pretty slow as there is no much free time, but I'm pretty happy with results. Special thanks to
@OskSta
for his gifs and links!
#technicalart
#techart
#gamedev
I want my terrain tiles to be hand crafted, without any geometry from heighmap or smth like that. But there was always an issue of hiding texture seams as I'm not satisfied with just procedural texture. And today I solved that problem. (1/2π§΅)
Finally got nice results in building procedural uneven quadrilateral grid. So glad to finish it right before weekends to have a good rest
#techart
#technicalart
#gamedev
Worked on the tile container editor today, aiming to make it a key tool in my pipeline. Its apabilities should include:
- Generating tiles from models
- Creating small grids for preview
- Visual debugging
- Identifying problematic tiles
@AlexStrook
I'm artist only... technically... And I don't have a cintiq, but I do have a note on my wall. Thank you
@Jonathan_Blow
for a daily reminder
I've made a solution that allows tiles to have non-flat edges. Now we can model tiles outside of their box and be sure that they will be bent inside the grid. That means that we can hide seams inside different cracks and foldings of the geometry. (2/2π§΅)
It's quite a pain working with UE custom editors. At least when you are still learning the Engine. The lack of documentation and community content on deeper topics adds to the struggle. I've spent the whole day, but just did this little thing
Laid in bed with fever for couple of days, it was awful, don't recommend.
When I was around 10yo I rarely was ill. And oh boy how often I wished to get at least a cold to skip couple of school daysπ . After my 30th I don't want that anymore... ever... please.
Be safe!
Want some classic? I found a major mistake very deep in my WFC algorithm. Have no idea how everything worked correctly. The mistake was very serious, so I fixed it.
Guess what happened next?