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RC Art - Water Aqua System

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RC Art - Water Aqua System 2D Game Asset
RC Art - Water Aqua System 2D Game Asset
RC Art - Water Aqua System 2D Game Asset
RC Art - Water Aqua System 2D Game Asset
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Reactorcore
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I create a bit of everything; video games, software, design articles, art assets, Lego Mecha MOCs and more! Check my links:
reactorcore.itch.io || ReactorcoreGames || www.reactorcoregames.com
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This item comes with our Extended Use Licensing. This means that you may use the model for both non-commercial and commercial purposes, in a variety of mediums and applications.
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RC Art - Water Aqua System

Reactorcore Art (RC Art)
==
PACK: Water Terrain System

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Pixel-art seamless textures pack for setting up the visual side of a water/terrain system in a game. There are seamlessly tiling solid terrain types and two types of water.

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Type 1 Water is simpler, only consisting of 3 components: 'Background', 'Foreground' and 'Surface Foreground'. This is an older version of the water.
Type 2 Water add a fourth - "Surface Background" component and has a different, more complex looking water pattern. This is a newer version of the water.

For solid terrain, this is the list of types based on hardness/depth:

Seagrowth (seaweed, kelp, seagrass, etc.)
Sand
Coral
Topsoil
Deepdirt
Stone
Deepstone
Bedrock

Terrain is like a sandwitch, generally lower things on the list should be below the stuff above it, though sometimes its a cool idea to have small limited pockets/clusters of deeper terrain appear above too.

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The main idea of this entire Water/Terrain system is to create an complete environment by either using a brush to paint terrain types and then placing a global water level that covers the entire surface of the map or by using tiles that use the seamless texture on top of them to achieve the same effect.

In a game engine that has layers, first you would draw the different layers of terrain according to the order of hardness as mentioned above.

Once satisfied with the solid terrain, a new layer should be created that goes behind/underneath the terrain layer and this is where you'd place the 'Background' and 'Surface Background' seamless water textures. Because this water system is static and assumes completely destructible terrain, the water level would be global for the entire level and be only able to rise or fall in unison.

So now you'd decide at what height is the water at on this level and start placing a giant seamlessly tiled background cover all of the area below that height, making sure any underwater terrain is fully covered. If you're using Type 2 Water, you'd obviously first have a horizontal strip of "Surface Background" water and then regular "Background" water below it.

Next, add a gameplay layer that will go on top of this, but is still underneath the Solid Terrain layer. This is where your characters, objects and effects occur.

Lastly, add a layer on top of the gameplay layer, but still underneath the Solid Terrain layer. This is where you'd place the "Foreground" and "Surface Foreground" water seamless textures, to create a 3D-effect that anything is indeed submerged in the water.

The game itself can be further enhanced by having a particle system create small bubbles/white pixels whenever a character of object is submerged in water and is moving or breathing or venting.

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CC-BY 4.0, you can use these assets however you want, including commercial projects.
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