[SIZE=14px]Awaceb is an indie studio created in 2016 by childhood friends from New Caledonia.
Our first game, Fossil Echo is already available](Fossil Echo on Steam).
Devlog
Here, we will share the development process of our new game, ***Project ‘Caillou’ ***(working title) ‘Caillou’ is the nickname used by New Caledonians to refer to their homeland.
It’s french for ‘Pebble’.
Looking good. How did you make the foliage responsive? Is it still placed using Unreal’s foliage system?
Positive critism: in your water fly-by the transition from beach to grass is quite instant. Try painting the beach sand a little darker to ease in to the grass and initally plae the grass meshes a little more sparsely :). The water is great.
Foliage is indeed painted with the foliage tool and each instance is replaced with a physics enabled skeletal mesh based on the distance from the pawn (and then replaced back to a foliage instance). It’s loosely based on this tutorial but we tweaked it so that it automatically checks the content for skeletal meshes to swap to based on asset name, + other tweaks- it works like a charm.
You’re absolutely right regarding the grass, it’s because it’s a test map and I painted the terrain with little regard for prettiness! The terrain materiel (from wich the grass spawns, it’s not painted with the foliage tool but uses the grass type node) is already set up to handle those smooth transitions, I’ll share more terrain stuff soon