
· Nick
Dev Log 3: Sculpting a Procedural Forest
Procedural forests are easy to promise and tricky to deliver. Luminids now has full-scale procedural trees that feel alive and sit properly in a voxel world.

Development notes and design thinking behind Luminids, from terrain systems and world generation to philosophy, iteration, and craft.

Procedural forests are easy to promise and tricky to deliver. Luminids now has full-scale procedural trees that feel alive and sit properly in a voxel world.

Terrain that reads as shaped rather than generated, and a cloud system rebuilt to be part of the world's mood instead of decoration on top of it.

Why I am building a game with no combat and no way to lose, and what the first foundation pass actually consisted of.