Category: groworld
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Extrusions revisited
I’ve improved and tidied up the extrusion code and added it to the fluxus collection. Here’s an animation and the documentation: (build-extrusion profile-list path-list width-list tex-vscale up) Returns primitive-id Returns an indexed polygon primitive made by extruding the profile along path and scaling using values in width. The path and width lists need to be…
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Plant Eyes v5
Some work on the roots, smoother extruding animation, variable widths and a new pickup which makes the roots curly. Linux bin Win bin
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Groworld: Pickups and ornaments for plant eyes
You can now collect pickups by growing roots into them (although it’s a bit tricky) which cause leaves or red swirly things to grow on your branches: Linux bin Win bin
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Groworld: Plant Eyes v3
As well as incorporating yesterday’s cumberland extrusions, this version has growth in it – currently with each root you grow you get a bit bigger, and your perspective on the world slowly changes. This is a common topic when we’ve been talking about game design for groworld – and it’s a lot easier to implement…
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Animated extrusion
Another one of the useful things to come of the groworld project should be a decent extrusion modeller/animator for fluxus – I spent this morning writing this: You provide profile shapes and paths as lists of points, and off it goes.
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Groworld: Plant Eyes
Yet another groworld game prototype, this time trying to imagine how a plant would see itself growing. We are trying to move towards ‘you are the plant’ rather than ‘you are a gardener’. The first person perspective possible with 3D might make this easier to achieve. Everything is very first pass on this, as I…
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Groworld: stones, sky and circuit roots
I’ve been working on the look a lot more, there is now a proper delineation between sky and ground, and the ground consists of stones which the worms crawl around behind. I’ve also had a play with some more abstract root designs: There are also some camera controls now: w, a, s & d keys…
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Groworld: Plant species and two player mode
I’m going to have to put some care and attention into the overall look soon, but I’ve made a system for describing plant species and storing the textures appropriately so it’s simple to add new ones. Also it supports a kind of two player mode, not that there is much to do yet other than…
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Groworld: plants added, better worms
I’ve slowed the worms down a great deal (although I’m not sure how fast they move from a plant’s perspective, something to mull over) and added the pluggable plants code. I’ve also been structuring the code a bit to fit in with what I think is a model-view-controller framework, (note: without the business logic!) which…
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Worms in groworld
More work in progress on the groworld front: I’ve added pickups your roots can absorb (or ‘nutrients’, currently tori for placeholder purposes) and little particle puffs which appear when you absorb them. I wanted to get more life into the soil, so I added some worms which excrete the nutrients. They are actually a special…