Sumac
@Sumac

It's real basic, just two scenes of lightly interactive eggbug material. Tuck in eggbug, wish them a good night, and enjoy a dreamy floating scene as eggbug.

I think I got all the bugs and put some real basic options in, but i'm going to update it a little bit after cohost shuts down. I wanted to get this version out today because I'm going to be away from home for the weekend, so it felt important to be able to release and post it to cohost.

Love yall, what a good site this was.


Sumac
@Sumac

Having to say “that’s good enough now move on” is something i’m still trying to get better at, so having this hard deadline meant i had to cut and limit my scope. It’s something i’m gonna take back to my main project and future things.

One thing i’m really proud of though is figuring the second scene’s random object generation system. I’d never made anything like that before, and it ended up being pretty lightweight for not even using instanced meshes or anything.

First the game generates a 2d grid around the player and fills an array with those locations as sockets for spawn requests. A few ticks later another function cycles through them and spawns in objects with a clamped random variation on the grid point, in 3d space this time.

After the first grid gets populated, whenever the player moves into a new grid point the game finds the row or column of points in the direction the player is traveling and triggers those to get a spawn with animation. Each object has a spawn in animation that slides them up out of the ocean, with a little overshoot and correction. Then a portion of the objects get random rotation on tick.

After that, it runs a check on the points opposite the freshly spawned ones, and if they exist as spawned entities the game triggers a despawn and delete function in each object. You get a clean little slide effect after a random delay before they slide down into the ocean.

It feels good in part because this is a system i started working on tuesday afternoon and had it totally finished by wednesday night! Having the deadline of my flight today meant i couldn’t spend a whole week or whatever debugging it and so i ended up designing a quick and dirty version first, then when i had a concept down i sketched out the math i’d need on graph paper and programmed a better version from scratch right after.

I don’t think that’s a method that will always work, but doing a shitty version and then using what you learned to make the clean and efficient version is definitely helpful sometimes.



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in reply to @Sumac's post:

played this and was paralyzed by the fact that theres no time limit, you have to make the active choice to tuck them in, to turn the lights off, to close the door behind you, to decide when your done with the dream sequence. there isn't something coming to take them away, you're saying goodbye. thank you for this.