Björn Ottosson - making Island Architect

Björn Ottosson - making Island Architect

@bottosson.bsky.social

Making Island Architect, a cosy town building game. Also game programming teacher and consultant. Previously 10 years at Frostbite and EA DICE. Creator of Oklab. Whishlist now! https://store.steampowered.com/app/3079100/Island_Architect

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Seeing Oklab enjoyed and used by so many is mind-boggling! I still can’t quite comprehend that I wrote a blog post that ended up as a web standard and in software everywhere. Best part is seeing so many people say they enjoy Oklab and that it is a tool they regularly use.

Xor@xordev.com

If you need a random color (e.g. procedurally coloring objects), you should use Oklab or Oklch color space instead of RGB or HSV. RGB may span the whole spectrum, but it does not pick fairly (leaning dark/muddy). Oklab is designed to more closely map to how we perceive color

I finally added different roof styles to Island Architect, my upcoming relaxing building game. Feels good to finally be able to make buildings like my hometown! Stockholm is of colourful stucco and painted metal roofs. #screenshotsaturday #indiegames #gamedev #indiegamedev

I made it possible to make sloped walls in my relaxing building game 🌳🏡Island architect🏡🌳 Starting to really feel like the buildings system is coming together, with a good balance of flexibility and it just doing the sensible thing for you. #gamedev #indiegamedev #indiegame #cozygames

Made some progress on windows for my relaxing building game Island Architect! Placing windows now makes actual holes in the building! Will also make it possible to vary the window style, add details and more! Also glass roofs for greenhouses. #screenshotsaturday #indiegames #indiegamedev

Working on windows and openings for my game Island Architect! I want to make them look a bit better, make is possible to see through buildings and later add some styling options. Here’s what it looks like right now, as I am debugging all the mesh generation! #gamedev #indiegamedev #indiegame

Made some progress on the water simulation for my relaxing sandbox game 🌳🏡Island Architect🏡🌳 I added some proper shading finally, and performance is much better, with a priority system for what to update each frame. In the video you can see how it reacts to terrain edits. #gamedev #indiegame

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Phasor, gabor and phacelle noise are neat ways of generating branching noise structures from a flow direction. They are relatively cheap to evaluate and they can be expressed as a simple function of position and direction. It can easily be animated, but only perpendicularly to the lines formed.

Working on water shading for my relaxing building game. Here's a quick test with a foam shader showing water flow and some reflections. A lot of details to solve since it is fully dynamic! Left to do: transparency, waterfalls and a bunch more... #gamedev #indiegamedev #indiegame

Since this is fully dynamic and you can make streams that branch and join etc, tricks like scrolling a texture don't work. This is instead phasor noise that is animated using the classical Valve trick using two locally scrolling samples that are reset and blended between. Seems to work well!

Started working on the dynamic water simulation for my relaxing building game today. Obviously a lot of work left, but it’s already working with overhangs and everything. Looking forward to making waterfalls more than just lines and making it possible to build aqueducts! #gamedev #indiegamedev

Island Architect has gotten over 300k views the last 10 days! Big thanks to everyone who has liked or commented! ☺️ But I need to reach even further. Next I’ll prototype some wilder ideas, starting with a dynamic water system, to allow ponds, aqueducts and waterfalls! #indiegamedev #indiegames

There are many inspirations behind Island Architect, but Kiki’s Delivery Service has a central role. I love the outsider perspective on Europe’s architecture and how styles from across the continent are blended. I am Swedish, but the aim is to make a Pan-European amalgamation 🇪🇺

Here's a quick thread about how the procedural material is set up to enhance the details of the editable terrain in Island Architect, without baking any textures. Still details I want to add, but I'm happy with the foundation! Here's the final result and the diffuse texture: #gamedev #indiegame

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Here's a quick thread about how the procedural material is set up to enhance the details of the editable terrain in Island Architect, without baking any textures. Still details I want to add, but I'm happy with the foundation! Here's the final result and the diffuse texture: #gamedev #indiegame

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Here's a quick thread about how the procedural material is set up to enhance the details of the editable terrain in Island Architect, without baking any textures. Still details I want to add, but I'm happy with the foundation! Here's the final result and the diffuse texture: #gamedev #indiegame

The core problem is that I don't want to unwrap the mesh or do any sort of texture baking, but I still want to highlight edges and cavities. To help I calculate some data per vertex. First I scale normals by how flat the surface is at that point. So normals aren't normalized

I accidentally made a horror game! NaNs happen randomnly when looking at large depth differences. Due to spatial-temporal denoising they spread, and they spread faster with lots of camera movement. The only way to escape is to quickly find an uninfected part of the screen and zoom in.