Early on in EDNA’s development the artistic direction was significantly more complex than it’s current state. Early concepts involved an overworld populated by a series of Pikmin-like critters that you collect as you moved between islands and completed tasks.
Toward this concept, I developed a series of prototypes, with the “Triangle World” being the most complete (There’s a short video below). Each world was based on one of the physical shape controllers and had a different theme. These worlds would have been generated procedurally, so I created a series of tools allowing for rapid development of environments.
Some of those tools I’ve split off into their own posts below;
- EDNA Scatter Tools
- UV Mapping Tricks
- Highlighting Overlay
- EDNA Procedural Island Tool
- A Dynamic 2D Sky with Scene Lighting
I also created some scripts to update the navmesh dynamically as the scene changes, basic AI behavior for the critters; and extended some asset store tools to fit the project. Most notably I made significant additions to the Dreamtek Splines addon to dynamically create jump points between the stepping stone paths for the critters to jump across, among other small tweaks.