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In a game about frogs you kind of need to have water, which means you need to program a water shader. A shader is basically a short program that calculates what color a pixel should receive. To me as a programmer they can be somewhat intimidating to create - you need to write some code that, somehow, produces something that matches a certain artistic vision. Whenever I'm working on a shader I find that oftentimes the result looks terrible for a long time until eventually a tiny change is made and suddenly everything looks great, but figuring out what tiny change is required can be a long process of trying lots of different things.
Oftentimes it's also not clear from the start what the artistic vision is, especially when the art style of the rest of the game is still evolving, but you have to start somewhere. So one of our first tests around late 2021 for the water looked like this:
We liked the reflections and the wavy outlines around the edges of the water, but it felt like it was still missing something.
Eventually Marve came up with this concept art for the fishing hut:
This concept is really more about the the objects for the fishing hut, but it still gave us a some direction for what the water could look and "feel" like.
Over the next few years we kept making small tweaks to the water shader until eventually arriving at the current version, which looks like this:
This is what I meant at the start of this post - from a technical point of view this is really not all too different from the very first version we had, there's just some tweaks to the color, the transparency, the width and shape of the outlines, and some "smaller" additions like the ripples from the fish and other things swimming in the water, but with all of these things together it eventually looks good.
We'll surely keep making more small changes but for now we're quite happy with how it looks.
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