7dfps
caveat: starting late and already overworked, so the odds of me finishing are not high.
that said: i've been doing non-stop client work for a few months and i am itching to get back to fun game dev, so i am giving it a shot!
what ive been thinking about is a first person shepherding game, inspired by videos like this https://www.youtube.com/watch?v=tDQw21ntR64
i'll post updates in this thread unlisted so as not to spam the local timeline, follow along if you're into it!
7dfps
ive been interested in non-shooting FPSs for a while, and watching our german shepherd play at the park is a big inspiration.
FPSs are interesting to me for a variety of reasons, one of which is the capacity for fluid motion in 3D space constrained to a surface. the world record half-life speed run really drives this home https://youtu.be/VtI5HM7GVGY?t=746
so the idea is a game where you can run and bark to shepherd sheep where they need to go. the sheep are driven by a boids-like flocking algorithm
7dfps
mechanically its a 2D game played in 3D, like early FPSs eg Doom and Wolfenstein. so my plan is to prototype it in 2D and then reproject that into 3D with a basic terrain, trees as obstacles, fences marking out boundaries and goals. i think i can skip any skinned mesh animation too and just model one sheep and make them bobble procedurally as they move around, and that's what we call a game dev production hack kids 😎
7dfps
hm my implementation is probably off. im going to refactor following https://processing.org/examples/flocking.html which seems to get it right
7dfps
so I'm reworking boundary detection to not be based on a ray cast forward from the sheep but rather from a circle around the sheep which is more like how the other flocking rules work. I expect that to be a little bit more fluid, I don't like how janky the current thing is. I was hoping to get boundary detection and the dog in by tonight but that might have to wait until tomorrow!
7dfps
@nasser my fav cheap and dirty way of doing line collision is just sweeping it with circles
7dfps
@nasser like point / line collision just becomes distance to the point from N points along the line, and you can easily adjust the distance and sweep coarseness to suit your needs. naturally this can get janky/slow for certain cases, but i've used it more times than id like to admit in load bearing situations
7dfps
@ivan yeah I guess if you do distance squared it's potentially not that heavy?
7dfps
@nasser ya. also computers are fast now :)
7dfps
@ivan no need be good, computer fast 🙏
7dfps
@nasser exactly!
7dfps
@ivan tell that to my purely functional lisp compiler 🥁
7dfps
@ivan oh that's interesting!