Mystic Treasure Hunt - Update #1
To learn 3D game development I made a w test project - Island of Shaders. From that experiments I created the grass and terrain shader. Having that I then moved to the new project - Mystic Treasure Hunt. It was a complete rewrite with the knowledge I gain.
Grid-based Movement
One of the problems of the new terrain is how to detects walkable and non walkable parts. Also making a map where player can move everywhere is very hard. It will uncover all the ticks.
To fix this I tested the grid-based movement. Script reads 1bit 64x64 texture that make the map of movements. White is walkable.

Here is a short demo of the movement.
Latest build gameplay/demo#GameDev #IndieDev #GodotEngine pic.twitter.com/bxJyGeh4nj
— Krzysztof Jankowski (@w84death) November 7, 2018
New HUD
This part needed a proper texture. And with my pixel art skill I managed to make it look good with 3D enviroment. It's smoothed and shaded.

Upgrading Terrain
From simple flat island to this.

This bridge
I needed a nice bridge. One that will say "I'm important". I thing I did a good job in Wings3D.
I'm a bridge designer now ;)#GameDev #IndieDev #GodotEngine pic.twitter.com/OHxcPVm5xs
— Krzysztof Jankowski (@w84death) November 12, 2018

Steam Play
The game requirements are very high. That's reasonable. But thanks to this new technology called Steam Play I can stream games from PC to any device.

Stay tuned for more gamedev blog posts about that project.
Latest code available at GitHub.