Devlog: Better Color Lerping in Shaders

After reading a few articles about color interpolation, I whipped up a  quick CG solution for lerping colors through the HSV color model.

You can read about this in this excellent series by Alan Zucconi. Happy shadering!

The Secrets of Colour Interpolation

Code Snippet

float3 HueToRGB(float hue)
 float h = hue * 6;

 return saturate(float3(abs(h - 3) - 1, 2 - abs(h - 2), 2 - abs(h - 4)));

float3 HSVToRGB(float3 hsv)
 float3 rgb = HueToRGB(hsv.x);
 float3 vc = ((rgb - 1) * hsv.y + 1) * hsv.z;

 return vc;

float3 RGBToHCV(float3 rgb)
 float4 p = (rgb.g < rgb.b) ? float4(rgb.b, rgb.g, -1, 2f / 3f) : float4(rgb.g, rgb.b, 0, -1f / 3f);
 float4 q = (rgb.r < p.x) ? float4(p.x, p.y, p.w, rgb.r) : float4(rgb.r, p.y, p.z, p.x);
 float c = q.x - min(q.w, q.y);
 float h = abs((q.w - q.y) / (6 * c + 1.0e-10f) + q.z);

 return float3(h, c, q.x);

float3 RGBToHSV(float3 rgb)
 float3 hcv = RGBToHCV(rgb);
 float s = hcv.y / (hcv.z + 1.0e-10f);

 return float3(hcv.x, s, hcv.z);

float3 LerpThroughHSV(float3 rgb1, float3 rgb2, float t)
 float3 hsv1 = RGBToHSV(rgb1);
 float3 hsv2 = RGBToHSV(rgb2);

 float3 hsv = lerp(hsv1, hsv2, t);

 return HSVToRGB(hsv);

Status Update: We are Alive!

Hey there!


It’s been a while huh? The blog’s grown a bit dormant, but we’ve been pretty active on twitter sharing little updates and gameplay videos etc! Hopefully if you are interested in the game you’ve been seeing our progress posted at @TheWildEternal.

Soooo, what’s new?

The Wild Eternal
This isn’t really new, but look at that cute little rat in front of the waystone!

Website Update

You may have noticed we have a new website, sans trailer (Casey made the website, is still working on the trailer, is currently writing this blog post). We feel pretty okay about it.

Bit Bash

We showed the game at Bit Bash in Chicago a couple of weeks ago, which was fantastic and lovely! We got to watch a bunch of people play The Wild Eternal in an environment that isn’t super conducive to our type of game. Festivals tend to be high energy, and high energy party/multiplayer games tend to be the best fit for that environment.

We actually went into Bit Bash fully aware of this. Scott threw together a festival-focused demo which we hoped would get players quickly into a few different areas with some blessings and a goal. It was okay. We were able to get players into the game relatively quickly but they didn’t necessarily have enough context to really understand their motivations or care about what they were doing. Folks still seemed to enjoy it though, so it was all good. We also played some great games and met some fantastic people while we were there! If you are in the Chicago area, I recommend going to any future Bashes they put on.

Recent Press

That’s all for now, we’re going to talk about the game on the blog again very soon, so please stick around for more updates. Also, please feel free to talk about the game while out in the world with your friends! We need some help with word of mouth, pretty please 😀



Devlog: How to Add Flowmaps to Unity Water

Unity Pro offers some great looking water in the Water4 package. Edge fade, foam, refraction, reflection (sort of) and surface waves are just some of the features. For our environments in The Wild Eternal however, we needed flowing water and Water4 does not offer this out of the box. Though the water does move, it is a very simple directional movement. For our creeks and rivers, we need real movement to bring them to life. Not to mention we can use the flow direction to affect gameplay!

Continue reading

Devlog: Environments

We knew going into The Wild Eternal that we wanted the player to experience a variety of unique places, each with distinct flora and fauna (and color!). The game is split into four acts, and each act contains a varied number of chapters (levels) which connect to each other and can be played in any order (or even skipped, but more on that in another post).

Need something a bit more concrete?

  • Act 1: 1 chapter (blue pre-dawn)
  • Act 2: 2 chapters (yellow mid-morning)
  • Act 3: 3 chapters (green afternoon)
  • Act 4: 2 chapters (red evening)

As you can see, we designed the game to gradually provide the player with more exploration choice as they progress through the acts, so that exploration potential climaxes in act three with three chapters and then becomes a bit more linear as the experience draws toward its conclusion. In addition to each act having its own color scheme, each chapter will be thematically unique. For instance, act three contains a swamp, a lightly forested battleground, and some rather haunted hills. Pictured below is the swamp from act three and a village from act two.

A Swamp In Act 3.

A City In Act 2

Devlog: Foxsplaining

The Wild Eternal is a quiet game. Among the many critters wandering the forests, meadows, and hilltops there is but one who talks. The Fox Demon is a self-appointed central character, appearing at numerous locations throughout as a sort-of Cheshire Cat, and providing both narrative and gameplay focused conversations (many of which tend to revolve around the fox itself).

Continue reading

Devlog: Swatty Tigers and Mustard Hills

Hello! So, we’ve come a long way this year as new devs, and are finally ready to start blasting through content creation and building out the rest of the playable world. The first of these spaces is a sort of mustard-colored country-side, which provides a stark contrast to the blue-dawn of the first chapter. Featured in the screenshot is a tiger with quite the personality; you’ll want to pay careful attention to her to figure out how not to get swatted and bumped around. She’s out on the hunt, so you may find her or others like her wandering the paths, forcing you off-road and into the grassy hills. Not featured: The cute rats and rather lethargic lions that you might also find in the area.

We are going to try to be a bit more available/transparent on here now, posting screenshots, devlogs, and answering questions. Thanks for your likes, follows, and interest!

rajagaha tiger