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You could do a trick and it is to use some cell automata to emulate the water and sand at low resolution. You can give it a pixel art look or maybe use a SDF on shader to give them another look. For the water you will have to run few iterations per frame. But it should be fast enough.

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yee, I actually thought about that. That was the first thing I tried, but then based on the artistic direction and the overall gameplay direction I tend to cut scope and went back and forward. And I also liked how this feels, not being tight to a grid and all, but yee, that was the first idea. 

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I grew up with PowerToy so that was literally the first thing I imagined when we decided on the gameplay loop, to go towards that kind of simulation for the dirt, sand, water, even rocks :D 

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ohhh PoderTory, I did not know aobut that one. Beautiful! 

Making the game simulation match with the art can be a really hell. That is something only devs know :D