Thanks for this creation!
I just purchased it on Google Play.
a few things:
1- I noticed, after increasing the resolution to solve the rasterization looks, that both my character and landscape show some pixelation (looks grainy).
If you look at the shade on the rocks in the background, the same pattern happens on the character as well as on the trees in certain angles.
What constitutes to this?
I think it has to do with the shadow, however also Bloom and fog generate this pixelation effect.
2- I have an essential phone (Snapdragon 835), and am trying to optimize the settings.
25fps is good, on this phone, 20fps or below, and it gets a bit laggy.
Is there a thread on this forum, with best settings per phone?
Generally speaking, most phones either have a modern Snapdragon, exynos, Mediatek, or Kirin chipset, or the Apple A10 to A12 in them. They all get around the same performance, so despite there being thousands of phones out there, most of them (that can run this demo/game), will be based on either one of the above 7 varieties of chipsets.
Another bit of feedback:
1- It would be nice when pinching the character on a touchscreen, one can zoom out or in (make the camera further/closer to the character)
2- the blades of grass are rather long. They also move quite much with the wind. And they move in large patches, all in the same direction. It looks a bit unnatural.
In reality, grass moves in many more directions, and only the top, while the bottom stems should be more firm. I don’t know if there’s a way to program this, or if it’s a fixed setting in the program you use? No criticism or anything, it’s been done in most games; but just checking if there’s perhaps no way to make it look more realistic?
Real life grass in the wind:
3- It would also make for a very nice addition, to be able to add ‘fine grass’ to some areas, and moss in caves. Moss or fine grass doesn’t move in the wind, but gives a very nice texture; especially when it’s fresh green young grass (brighter green colored).
And when the sun shines on it, it becomes even brighter, and translucent.
4- There are games out there that use some sort of ‘landscape generator program’, that uses an algorithm to calculate the most common places for types of grass and trees to grow together; and where trees are most likely to appear.
5- On patches where grass shows, there are clear patches of dirt (sand) underneath. The contrast is quite sharp. I think most grass has a much darker soil underneath it, unless it was dune grass. Perhaps in lower quality settings, the soil can be colored more dark or even green?
6- The water also needs a small bump up in realism. Not sure what others games use for hyper realistic scenes, but if you have bodies of water, inside a cave or trench (cutting off the view of the horizon), a lot of the graphics processing can focus on making the water look more realistic (especially where it splashes), without having to spend GPU on both water and horizon. They are mobile chipsets after all…
A lot of gaming companies use tricks, to make it look more realistic (like how CSR2 or Asphalt 9 use reflections. They’re not real reflections, but look realistic).
I don’t know what Asphalt 9 is using to generate their games, but it’s some crazy realistic looking stuff, and that all running on a mobile chipset:
Other games using water:
7- I can’t wait for this game to be finished!
Would you be interested in creating other projects after this one; with similar mesmerizing stretches of nature, on other planets?
There are quite some nice ideas out there, on glowing mushrooms, extravagant purple and blue colors and wildlife (think Avatar, the movie).
It’s been done before, but not at this quality (No Man’s Sky (PS4), or Cydonia, a Myst/Riven-like puzzle/adventure game, that plays off on different planets).