Select the terrain in the scene editor to sculpt it (raise, lower, smooth, flatten) and paint its layers. Its shape is also described by its "Edits" property: a list of brush strokes that can be read and changed. The character walks on the slopes thanks to the 3D physics behavior of the terrain. A flat terrain painted with sand is the sea floor.
The sand is wet near the water thanks to the "Wet shore" of the terrain, and the meadow has dry patches and a puddle on the path: the ground can be tinted with a color and made wet (darker and shiny) with the "Tint" and "Wetness" brushes, the "tint" and "wetness" strokes of the "Edits" property, or events. The grass takes the tint of the ground it grows on.
The assets are CC0: the textures and normal maps of the grass (Grass004), dirt (Ground106), rock (Rock058) and sand (Ground080) are from ambientCG, the trees and bushes are from the "Ultimate Nature" pack by Quaternius, and the ripples of the water use a normal map made from "Seamless looping waves heightmaps" by zookeeper (OpenGameArt).
This game is made with GDevelop using these features:
Edit it in GDevelop
Test and edit this example in the GDevelop game engine.