Cultivate: Before Time Dev Blog #4 – 2D Sorting order and Sprite Fading

Between The Trees

So that the character can move behind objects like trees, I’ve set up a system that orders everything correctly on the screen using Unity’s sprite sorting order. Objects that are higher should be behind objects that are lower down.   I’ve added colliders to each tree as well as to the character to stop the character walking through the trunk, and the trees become semi-transparent when the character goes behind… Continue reading

CULTIVATE: THE ART – Trials with tiles!

We knew we wanted to develop a tufty style of terrain for Cultivate: Before Time. The question was how to go about this… We originally tried having one large sprite for each area of the terrain, but there were two things that nudged us in the direction of tiles instead: Having one large sprite for each area would mean each area would need to be designed individually, whereas with tiles,… Continue reading

Cultivate: Before Time Dev Blog #3 – Swaying tree shader, HSV shader and Ink

Swaying trees

This week, I’ve been working on two shaders. One to make the trees sway in the wind:     There are parameters that let us change how fast and far they sway to accommodate different wind strengths, though they start to look a bit disturbing above a certain speed! I’m still working on improving this shader to make the trees sway at different speeds dependent on where they’re located.  … Continue reading

Cultivate: The Allotment #2

We’ve started covering patches of grass with cardboard to kill the incredibly tufty grass underneath. This is part of our no-dig method, where we’re seeking to keep the structure and life in the soil intact. By putting cardboard (recycled from a local shop!) on top, we’ll kill the grass, but its nutrients will go back into the ground.     The partially filled (with water) plastic bottles are to weigh… Continue reading

Cultivate: Before Time Dev Blog #2 – Scenes, Character and Fade Shader


I planned how to structure the game within Unity, and decided to use multiple scenes for different aspects of the game. So for example, there’ll be a menu scene, a base scene which controls the overall behaviour of the game, and a scene for each area in the game. There’ll be several areas including the village, caves, a beach, and a prehistoric rainforest! The base scene will always be loaded… Continue reading


Howdy folks, Gwen here – Living Ember’s writer and artist. My blog posts will be about the story and art mischief I’ve been up to…   The evolution of art style and tree design…   We’re in the process of developing our art style. Though we are fans of pixel art and games like Stardew Valley, what we want to achieve with our art style is a drawn style more… Continue reading