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Steam News2 March 20251y ago

[DevLog] Terrain Height Differentiation Display

(Automatically translated from Korean) Hello! Today, we'd like to briefly write about a graphic effect for differentiating terrain of different heights.

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changedHello! Today, we'd like to briefly write about a graphic effect for differentiating terrain of different heights.
changedOur game features the concept of elevation in its terrain, and landscapes of various heights appear. However, due to the nature of the Orthogonal view which lacks perspective, heights are often difficult to distinguish.
changedWe had been designing levels by avoiding the creation of such varied terrain altogether, but this had the drawback of reducing freedom in level design.
changedThen, while talking with a former developer of Chrono Sword, we learned that they applied fog to terrain of different heights to create color differences.
changedSimply hazing the terrain's color seems to convey a much better sense of different elevations.
removedOf course, even with this implementation, the principle of carefully placing terrain should still be maintained. However, when color differences are sufficient to distinguish elevations, it is no longer necessary to forcefully separate terrain placement. This has greatly increased the freedom in level design.

Frostory changes

changedHello! Today, we'd like to briefly write about a graphic effect for differentiating terrain of different heights.
changedOur game features the concept of elevation in its terrain, and landscapes of various heights appear. However, due to the nature of the Orthogonal view which lacks perspective, heights are often difficult to distinguish.
changedWe had been designing levels by avoiding the creation of such varied terrain altogether, but this had the drawback of reducing freedom in level design.
changedThen, while talking with a former developer of Chrono Sword, we learned that they applied fog to terrain of different heights to create color differences.
changedSimply hazing the terrain's color seems to convey a much better sense of different elevations.

(Automatically translated from Korean)

Hello! Today, we'd like to briefly write about a graphic effect for differentiating terrain of different heights.

Our game features the concept of elevation in its terrain, and landscapes of various heights appear. However, due to the nature of the Orthogonal view which lacks perspective, heights are often difficult to distinguish.

We had been designing levels by avoiding the creation of such varied terrain altogether, but this had the drawback of reducing freedom in level design.

Then, while talking with a former developer of Chrono Sword, we learned that they applied fog to terrain of different heights to create color differences.

Thinking it was a great idea, we also implemented this method.

Simply hazing the terrain's color seems to convey a much better sense of different elevations.

Of course, even with this implementation, the principle of carefully placing terrain should still be maintained. However, when color differences are sufficient to distinguish elevations, it is no longer necessary to forcefully separate terrain placement. This has greatly increased the freedom in level design.

Thank you for reading!

Source

Steam News / 2 March 2025

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