Summons and Terrain
Thu Mar 26 2026
Defender spirit
Added a summonable defender spirit that attacks nearby enemies. This is tied to the circle system, so you need to place a particular item in a circle with a summon glyph at its centre. Activate the glyph to consume the item and bind the spirit, then you can summon and dismiss it as much as you like until it dies or the glyph is destroyed.
Harvest spirit
Added a summonable spirit that harvests nearby trees. It will automatically chop down trees then break the logs up into wood. Next step is to get it to bring the wood back to the circle, putting it into a container if one is present. This is the first step towards automated production.
Terrain system
Continued development of the terrain system. This now uses a global heightmap for mesh generation instead of each chunk storing its own map, eliminating seams at the chunk boundaries and allowing for generation of low poly LOD meshes for distant terrain more easily, and for other system in the world to easily get the global terrain height at any point.
Grass system
Up until now all grass in the game was placed and saved in each chunk scene using a script that constructed multimesh instances. This worked well but doesn’t scale once you have many chunks. A new system uses a single multimesh that moves with the player, making use of the new global heightmap to place grass on terrain anywhere in the world automatically and continuously. This means the individual scenes don’t need anything in them to work with the grass system and it is much easier to control grass placement globally.