Great work as always.
I really want there to be dogs that have less smarts, it would remind me of my own dog
I have a design for procedural personalities, I just haven't gotten around to implementing it yet. Hopefully I can make it work!
It'd be interesting if they could squeeze a little, changing their scale a bit, to try to pass through places smaller than their bodies! I think it would add to the cartooness of it and is also something that sort of actually happens considering fur and soft tissue and all.
Anyway, looking good!
I love the idea but that's not super simple to put in since ultimately everything here is just using rigidbody physics. There are probably some angles I could explore but I probably won't end up going down that route. Fun to think about though!
I'd actually prefer to see the bamboos/trees to bend instead, but simply making the dogs get frustrated and give up is fine too.
I'd like to have bendable plants but I'm gonna have to be fairly careful with that so I don't eat up a ton more of my physics budget. I'm already a little worried that the way I'm doing trees is too expensive if there's a bunch. Might explore some shader jiggle for stalks and smaller plants.
Your devlogs are always interesting. And a bit creepy.
As for your doubts regarding gameplay features, have you ever played the
Creatures series? It has many elements you talked about, like genetic injections and a simple way to teach commands to your creatures. It might have some interesting ideas to recycle, maybe?
(For example, I remember you teach a command to a creature by clicking on an item while typying a word. Through repetition, the creature learn to associate the word with the command.
Sometimes.
They were pretty stupid.)
Thank you! I'm definitely aware of Creatures but never actually played it. tbh I've been avoiding learning too much about it so I don't unconsciously copy it, but I'm probably overthinking things and it would maybe be a good idea to look into it and see what I can learn.
hello, i read your entire devlog a few days ago and i really like how this game's coming along!
and you should take a look at viva piñata too, wobbledogs reminded me of it because it also has a cute and colorful aesthetic.
Thanks! I've never played it but I've poked around at some reference pictures at points to see what I could learn from its art style. It'd be cool to check it out at some point though. I've never owned an xbox so it's just never really been something I've had an opportunity to play.
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Hmmm so let's see. Decent amount of plant progress. First of all I made it so that when dogs chomp onto trees they shake, when foliage gets shook it drops leaves, and I did a real pass at plant life so that if dogs bite 'em too much they break apart.
This also means that the game finally has sticks in it. Classic dog interactable.
And then I played around with getting trees to grow procedurally rather than just all at once.
Different tree types are defined by different spacing and growth rules and different sets of modular tree parts (I only have 1 for testing right now but the system supports whatever I want). Branches don't grow/expand if there's no space so you can get some fun variations. It's nothing too complex but it's enough to support a decent variety of trees and it's already fun to play with even though the parameters are limited.
Lastly, I took a pass at updating pathfinding to use boxcasts instead of raycasts. This has turned out to be a bit of a rabbithole. Not because my solution didn't work, the boxcasts fixed what they needed to, but fixing these bugs sort of exposed a whole mess of other issues that I had never really run into before because the object density was lower.
This is basically my issue:
How is a dog supposed to interact with this? Which plants are available for biting? Which parts of available plants are actually available for biting, and from which angles? Also, at what point should a plant start blockign line of sight? Does it need to be a certain height for that? A certain thickness? If the dog's standing directly in front of this little grove and doesn't need a specific target, none of this is a huge deal to figure out. If the dog is two pens over and decides it wants to bite a random plant, however, it's super not trivial to figure out which one of these it can bite and where specifically it needs to go to bite it.
So... I've got some things to think about. There are lots of ways to solve problems like this but I need to decide which is best for me and which trade-offs I'm willing to live with. All I can say for sure right now is that my current approach to pathfinding and targeting is pushed past its limit now that I'm explore denser groups of objects (which I'd really like to support). Even if my answer to all this is just that I can't support dense groups of objects, I'd like to explore things a bit and take a firm stance so I know my limitations going forward. Hopefully this is something I can figure out soon!
Oh, and one more thing. I gave a super quick talk last week on the genetic algorithm and it just got put online. Nothing super new if you've been following this devlog closely, and I simplify things a bit, but it's probably the most concise I've ever been when talking about that stuff before so in case anyone's interested:
I also highly recommend checking out the other talks from that night (they're on the same channel). Some really interesting stuff!