Devlog #9 – Water Temperature, Caching, and UI Improvements



Hey everyone!
This week brought technical improvements and performance optimizations to Wildborn. Here's a quick overview of what’s new!
🌊 Water System: Temperature and Performance
I’ve introduced a new water temperature system: each water tile now updates its temperature based on ambient temperature, solar radiation, and wind. This paves the way for exciting new mechanics, like:
-
Cooling off by swimming in hot weather
-
Water eventually freezing if it gets too cold
💡 Bonus: Thermal exchanges now take into account the actual water depth in millimeters — deep water cools the body more than shallow puddles!
To keep performance smooth, I implemented batch updates and fixed visual bugs where river tiles showed incorrect border sprites during chunk loading.
🔥 Huge Optimization: Data Caching
One of the biggest improvements this week was adding a caching system for:
-
Tile altitude
-
Average temperature
-
Average humidity
🎯 The result: these values are used in many systems (biomes, weather, thermal exchanges, etc.) and are no longer recalculated every time. I likely reduced total computation by over 80%, and the game now feels way smoother, especially during water flow or world generation.
🧊 Realistic Indoor Temperature
The body temperature system now uses the room’s temperature when the player is indoors, rather than the outdoor environment. This adds a new layer of realism and introduces the idea of thermal shelter comfort, which will be critical for long-term survival.
☠️ Proper Player Death
I added a dedicated sprite to show that the character has died
🧰 UI Improvements and Visual Feedback
-
Added a simple visual inventory showing collected items using their actual prefab sprites.
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Designed 7 new 16×16 pixel icons for player needs: hunger, thirst, body temperature, fatigue, sleep, hypothermia, and hyperthermia.
-
Improved the construction blueprint UI:
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Dynamic progress bar
-
Blueprint sprite updates in real-time based on work and materials
-
-
Added keyboard shortcuts to speed up time.
🧱 Bug Fixes and Polish
-
Fixed Y-sorting for items and blueprints to improve visual layering in the top-down view.
-
Prevented objects from spawning in river tiles.
-
Refactored large scripts (
WaterManager
,BodyTemperatureSystem
) into smaller, cleaner components (WaterFlowSystem
,BodyHeatCalculator
).
🎯 Summary
Performance is significantly better, and the game feels more immersive with the new thermal effects and improved visual feedback.
Thanks for following the development of Wildborn.
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 #10 - Crafting System, Time Zones, and Visual Feedback60 days ago
- Devlog #8 – River Generation, Rain Effects, and Player Death System74 days ago
- Devlog #7 - Shelter Systems, Thermal Simulation, and Inventory Limits81 days ago
- Devlog #6 - Graphics improvements, room detection, natural rivers and save syste...88 days ago
- Devlog #5 – Biome Expansion, Savanna and Taiga94 days ago
- Devlog #4 – Visual Feedback and WorldbuildingMay 18, 2025
- Devlog #3 – Pixel Art and Visual FeedbackMay 11, 2025
- Devlog #2 – Gameplay Tweaks, UI Improvements and Survival SystemsMay 04, 2025
- Devlog #1 — First week published on itch.ioApr 27, 2025
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