I like the look. Keep up the good work!
Have you considered having players find placeables when exploring, not just plants? I'm thinking statues, urns, rocks, etc...
Thanks for the feedback! I actually have considered littering the world with more than just plants, something to give the player more reason to explore. Then collecting statues and other items could factor into another addition I might make, decorating the gardening area.
Looks very zen!
interested.
Thanks guys!
So I finally did add that visual thing I mentioned last post, but it broke a _lot_ of stuff, so I spent most of my time rethinking systems. It all mostly works now.
That visual thing is a new wilting animation to help tie together the complete health of a plant. Before, if a plant was getting enough water, but the bugs weren't being removed, the plant would look mostly fine, though with a few bug bites. This change should really help indicate that you must tend to all aspects of the plant's health.
But like I said, adding animation broke a lot of stuff. Previously, I was using a mesh collider with the plant to handle a few things, primarily attaching bugs to the plant's surface. Animating the plant shut that plan down real quick, mostly cause updating a mesh collider with an animation seems like a terrible idea if I wanna keep running this game on my own hardware.
So I got rid of the mesh collider and replaced it with some primitives. One to give the entire plant bounds, and a few more dotted across the surface where bugs can spawn. These bug spawn primitives ended up working out really well. While I did like my previous implementation which basically allowed bugs to spawn anywhere on a plant, it was an issue if they spawned somewhere the player couldn't see. Now, not only do they animate with the plant, I can ensure they're visible and that they spawn around where bug bites appear. Though one downside is this now means I'll have to fine tune bug placement for each individual stage of a plant, which is more labor.
(The work was worth it, cause now if you don't take care of them, plants really start to look like sad messes. )So there's still a few things to clean up, but I'm happy with where the planting and tending systems are currently. The big thing that's left is I wanna get a good pipeline for making new plantables (with the addition of the new animation requirements, there are a lot of steps to make new, multi-stage plants (why I let that test plant persist for one more devlog)). So I'll either work on that, or something completely unrelated cause I've been working on the planting system for too long.