23 Jan 2021 - bug fix, patcher in progress


Build updates:

- changed spider web so strands remain fully opaque but still diminish in size

- fixed organism selector bug (buttons were deactivating, but didn't reactivate)

... and that's it!

I was hoping to get the Patcher done for the build today, along with a spider -> snake modular interaction (when the spider eats, a snake food appears); if I get either of these done before next Saturday, I'll post a mid-week update.

The Patcher system is in progress - I've stubbed out most of the functionality.  My remaining sub tasks are:
- Make the visual layer.  This is the wire connections and nodes representing outputs (like, "the snake played a note") and inputs ("spawn a prey for the spider)

- Connect the nodes to corresponding functions in the snake and the spider.  This is pretty trivial, but I want to set this up in a way that I don't need to refactor too much when I have 3+ organisms in play, and also be thinking about what I can send/receive from MIDI.

The Patcher is the "modular" part of this game, and is similar to both modular sythesizers and node-based programming languages (like Unreal's blueprints, or Max/MSP).  Musically, it makes perfect sense - taking the output of one thing and plugging into the input of another.  Guitar pedal boards and effects in digital audio programs work the same way.

It's harder to justify this with the ecological framing, though.  Ecosystems are made up of energy flows (autotrophic plants photosynthesize, make fruit which is eaten by herbivores, which are eaten by carnivores, who excrete nitrates for the autotrophs, etc), but mapping these into neat, modular synth-style  connections is a bit tricky.  I'm keeping a gameplay first mindset about this; it's more important to me that the interactions between creatures are surprising and delightful, rather than making perfect ecological sense.

Files

Ecosystems_23Jan2021_Mac.app.zip 26 MB
Jan 23, 2021
Ecosystems_23Jan2021_Win.zip 26 MB
Jan 23, 2021

Get Ecosystems

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