It's been a while since initial game demo upload here on GameJolt. I'm making this post just to let you guys know that the game is not dead and I'm actively working on it. Actually, quite a lot of new stuff was added recently.
The game currently has one level and currently it finishes like you kill that big centipede boss and slide down on its body down the hole. I knew right from the start that the second level will have liquids, i.e. water and m.b. something else, so I've decided to take some time and work on liquid physics and presentation. I had these requirements to my liquids implementation:
Should be particle-based, because I want realistic interactions with water surface, i.e. when I shoot the water surface it should react accordingly. Second, I want to be able to flush/pour liquids. Imagine some giant scoop for example that takes some of the liquid from a pool, the amount of liquid in the pool should decrease
Should support buoyancy, I want bodies that are in the water float or sink depending on their properties
Should handle very large volumes. Like I want the player to swim underwater and explore large underwater environment
The problem here is that these requirement are quite contradictory, if you're using particle-based approach you can't have a lot of particles and you'll have a hard time making buoyancy work. On the other hand, if you're using simple volumetric approach you can have very nice buoyancy and you can handle large water volumes, but interactivity will suffer, you won't get realistic surface behavior and things like flushing/pouring liquids won't work, you'll have to resort to hacks. Well, long story short, but it seems that I've found a way to combine the best of both worlds, it took quite some effort, but IMO it was worth it. I will go into more details in future posts, that's all for now :)
Cheers!
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