Hey thanks for playing and for the feedback! I’m glad the retro 3d platformer vibe came through, I was definitely going for that spyro feel. And I totally agree - the final jam product ended up pretty bare in terms of gameplay.
Since Godot doesn’t have a built-in terrain editor, for this project I had a specific goal in mind: explore various terrain plugins/techniques in godot.
In Volcanic Vistas, I ended up using a plugin called CSGTerrain, which, as the name implies uses CSG shapes and operators to build the terrain. I had intended for that level to end up quite a bit larger - with segments completely surrounding the volcano. But I was struggling to make the transitions between zones look good, and in general it was very easy to make a mistake that would make your level look very ugly. Tbh I probably spent a solid 2 weeks tinkering with this plugin until I eventually discovered… the Terrain3D plugin.
In both Majestic Mountains and Canyon Calamity, I discovered how nice it was to have an actual terrain tool. Going forward, I will either be hand-crafting my terrains in blender or using Terrain3D. I cannot sing Terrain3D’s praises enough tho. It’s a bit difficult to use at times but the results you get with very little effort are amazing. Check out these snaps of a beach level I had been tinkering with - this took maybe a few hours of effort to get this far:
