Development
Behind the Scenes
General
Coding
- Written in C#
- Terrain height algorithms based on FastNoise library by Auburn
- Terrain mesh generation based on concept of https://github.com/3deric/retro_terrain, also source for the grass/sand/rock terrain textures
- Using Unity Data-Oriented Technology Stack (DOTS) with its Entity-Component-System (ECS), Jobs for parallel code execution and platform optimized Burst compiler; I recommend the ECS tutorials of Turbo Makes Games
Graphics
- 3D Models created with Sketchup
- Cel Shader and Outlines Renderer based on Robin Seibolds scripts
- Water uses Stylized Water 2 shader by Staggart Creations
User Interface
- Partially using elements of Doozy UI
- Using Unity's new Input System
Sound & Music
- Using Universal Sound FX Unity Package