Devlog #6 - Graphics improvements, room detection, natural rivers and save system











Hi everyone!
This week was incredibly productive: from graphic overhauls and new gameplay mechanics to system optimization, Wildborne continues to take shape. Here's a full recap of what I’ve worked on:
🌳 Better forest visibility
I added a dynamic transparency system for trees when the player walks behind them. This makes movement through dense forests much easier without compromising visual immersion.
🌊 More natural river generation
I replaced the old water source system with a cellular noise-based river generator, resulting in more natural and immersive rivers.
Rivers are now generated during chunk loading based on local humidity.
I also disabled player and tree spawns on river tiles to avoid awkward starting positions or floating vegetation.
🧱 Room detection
When the player builds enclosed walls, the game now detects whether they form a valid room. This lays the foundation for future mechanics like sheltering from cold, rain, and wind — but for now, I still need to implement roof construction before those effects are fully in place.
❄️ Improved logic for cold biomes
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Trees no longer spawn where the annual average temperature is below -5°C, simulating permafrost.
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The taiga biome was adjusted to remain viable for trees despite this new constraint.
🌾 First wild plant: wheat
I added my first plant: wheat, along with a dedicated sprite.
It spawns naturally in the Grassland biome and will soon be harvestable for straw.
💾 New save system
The save system is now in place:
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The game now distinguishes between new games and existing saves.
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The world seed, player position, and elapsed time are properly saved and restored.
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I'm currently using
BinaryFormatter
, but plan to switch to JSON later for better security and compatibility.
💧 Water system optimization
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Added a cache for
Water.Flow
to avoid recalculating everything every frame. -
Improved water rendering: sprites now change depending on the neighboring tiles (N/S/E/W), giving more organic-looking rivers and lakes.
I still need to complete the 16 corresponding sprites.
🖼️ Visual polish
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Finalized sprites for the Desert and Tundra biomes.
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Updated the wheat sprite to better match the grassland ground.
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Added a branch wall sprite, with plans to make it visually adapt based on neighboring wall pieces.
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Introduced a toggleable tile grid to make the movement system clearer.
📋 Menu
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Added a main menu with New Game, Load, Options, and Quit buttons.
Added a pause menu, which can be opened during gameplay to access essential options or return to the main menu.
🔜 Coming next
My next goals:
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Finish the contextual water sprites.
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Make wheat harvestable.
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Expand the save system to include player needs, carried items, world objects, and already generated chunks.
Thanks to everyone following the project —
See you soon for more updates! 🌾🔥🌧️
Get Wildborn
Wildborn
Survival simulation in nature
Status | Prototype |
Author | DanielChassagnez |
Genre | Survival, Simulation |
Tags | 2D, Crafting, Exploration, Open World, Pixel Art, Procedural Generation, Sandbox, Singleplayer |
Languages | English |
More posts
- Devlog #5 – Biome Expansion, Savanna and Taiga10 days ago
- Devlog #4 – Visual Feedback and Worldbuilding25 days ago
- Devlog #3 – Pixel Art and Visual Feedback32 days ago
- Devlog #2 – Gameplay Tweaks, UI Improvements and Survival Systems39 days ago
- Devlog #1 — First week published on itch.io46 days ago
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