· Art & world
Environment lighting and gatherable resource visuals
Ongoing visual work targets grass, lighting, sky / clouds, and readability of gatherable trees, with the stated aim of stronger immersion and clearer gameplay reads.
Grass, skybox, and lighting updates
A revised grass implementation materially changes environment read in the demonstrated build. Even small terrain-detail upgrades can shift overall feel.
Lighting and color were iterated after earlier feedback. The build shows transitions from brighter to darker areas; skybox and cloud work supports distinct atmosphere per location.
Visual distinction for gatherable trees
Not every tree in the world is intended to be gatherable. This is a deliberate design choice with both visual and gameplay goals.
One goal is readability: trees that can be cut are meant to be easier to distinguish, including through visible magical or VFX-based elements. The other goal is preserving the appearance of the world. If every tree were a harvestable gameplay object, heavy resource use could leave zones looking bare or visually damaged in ways that undermine the intended atmosphere.
The resulting approach separates environmental decoration from resource gameplay. Specific trees are designated as gatherable, while the broader forest remains visually intact.
Source
- Recording:
Gathering Isn’t What You Think Anymore… (Big Changes) - YouTube: Watch on YouTube
- Published: Thursday, April 2, 2026 at 12:05 PM UTC
