Category: groworld

  • Hexagonal growth ornamentation

    Based on a hexagonal game design for groworld by Tale of tales, I thought I’d make some ornamental roots on a hexagonal lattice: You need a texture which contains all the combinations of attachments on 6 sides (= 64 tiles) I could probably have figured out how to do rotation in order to reduce this…

  • Accidental art

  • Treetris revisited

    I’ve used the first groworld game seedling as a test for using fluxus as game distribution mechanism. You shouldn’t need to install anything for these games to work: Treetris game for linux Treetris game for windows Hopefully a mac version will follow along soon. Let me know if you try these, it’s not a particularly…

  • Windows fluxus & politics

    A release of fluxus for windows: fluxus-0.16-win32-i386-v2.zip Which should run after unzipping – no need to install anything else. Most of the functionality is there, but you need to use alt-number keys for switching workspaces, and there is no load dialogue yet, or audio/osc/midi or fluxa. A windows version of fluxus has quite a lot…

  • Roots

    Another groworld design meeting at foam this week, and we’ve decided to go back to our roots, or rather play the game mainly underground. This means we can employ tunnelling game mechanics to hunt out nutrients and other buried properties. The multiplayer aspect comes in as intertwining or connecting with other player’s roots, and swapping…

  • Junkyard geraniums

    I’ve tried scaling down the plants into a little overgrown scrapyard environment I’m trying out. It’s the first time I’ve assembled all the pieces, so I took some screenshots:

  • A possible groworld world

    An idea for a world for which the groworld plants can live. Lots of glitches to fix and elements to add yet, but this seems to be going in some sort of direction – a kind of magical post apocalyptic glade, or something. The grass is done using shells.

  • Scouting for groworld locations

    We are currently looking for places in which the groworld game could take place. This is an important decision as it will create the atmosphere and dictate a lot of the feeling that the game has. More pics here. One common feature in our minds it seems, is the tension between grown and built, rural…

  • Hayfever

    I’ve been developing a simple networked mulitplayer prototype game for groworld. Not much to look at yet, but it contains one very simple gameplay mechanic – pollen can be blown out or absorbed into flowers by players, who are represented by plants. At the moment this just results in a change of flower colour, but…

  • Pluggable plants

    We’ve come up with a way of making plants out of modular components, where the branching structure is partly controlled by the textures. This means we have more artistic control over the plants than is possible with pure L Systems, although the topology can be generated in the same way. There is more info on…