Nearly there but not quite yet, sounds and some bugfixing still to do: plant-eyes-v11-osx.zip
The last image is what a well fed plant looks like, it’s found plenty of nutrients and has a lot of ‘beans’ it can use to grow for a long way.
Nearly there but not quite yet, sounds and some bugfixing still to do: plant-eyes-v11-osx.zip
The last image is what a well fed plant looks like, it’s found plenty of nutrients and has a lot of ‘beans’ it can use to grow for a long way.
I’ve been really busy tweaking the game for gRig Froesjels in a couple of weeks time. Colour is back, there is a little garden in which you are growing including other plants growing around you. Yesterday I removed the ground plane and tried delineating the above/below ground in a different way…
One day, when we have flying cars and people live on the moon, there will be no more triangles in computer graphics, only voxels. I somehow ended up spending the whole day today playing with the stalin scheme compiler and writing a small voxel renderer. These fuzzy blobs are the results:
Plant eyes in double figures… Some “head up display” information on the number of markers you have to grow with, and I’ve added explanatory text when you start, which I think helps with this sort of completely weird gameplay :) OSX bin here.
I’ve added a head-up-display to plant eyes so you can tell when you are growing a root/shoot. I might also display the number of markers you have left. The pickup absorbing is working properly now – rather than just disappearing out of existence, they dissolve when the root grows near them. I also managed to increase the framerate back to something more suitable, which was a bit of a relief.
Last thursday was shuntcode in the vaults under london bridge station. Alex and I livecoded a pretty satisfying acid inspired set, on the impossibly high stage.
Thanks to mr pixelpusher for the pic. My photos of the other excellent livecoding shenanigans are here.