I’ve got a working title for my game in progress that is better than the very literal Butterfly I’ve been using. It’s:
POLLEN
Here are some stills from the latest. I’ve been messing with this wacky procedural slab tree flower generation thing where it makes these crazy organic looking floating rock pile things at runtime and you watch them grow in fascinating and slightly disturbing ways. It’s leading to a result that feels really organic and wild to me and I really like it. A big improvement over my floating rectangles, although those might get mixed in too.
This is definitely taking the whole procedural level generation thing in a very chaotic but also very cool feeling direction for me. The whole thing feels kind of mysterious and a little scary, which I like. I’m happy because I feel like now I’ve shaken up my design a ton and am off in the woods discovering again. Things were feeling a little linear before and I was getting bored.
Right now my frame rates are cratering and I just learned there’s something called Object Pooling that I now need to learn how to do. Yay! Actually all the geometry on screen is fine and it runs at 60fps once it’s done. It’s just something about instantiating all those objects procedurally while the game is running that Unity doesn’t like at all. Somehow though I think not knowing what I’m doing here is kind of an asset because it looks crazy and unlike much I’ve seen anyone else do, so I like that. But lag spike city, you’ll see some of the still showing a frame rate of 3.0 fps… Anyway, check out the pics.