[Coco] Curious game no coco
Steve Bjork
6809er at srbsoftware.com
Thu Apr 14 16:58:48 EDT 2011
This type of game does not lend itself for predefined/precomputed water
because the user can change the path of the water. That's the whole
idea behind the game.
Also, the flow of water blocks from a given point does not always move
the same direction or speed. At 1:39 into the game demo, the water
blocks flowing from the same point but do not end up going to the same
place. Some split to the right and some to the left.
At first, it looks like the stream is splitting in half. But when the
stream is just 1 block wide (around 1:45) they sometimes go to the left
and other times to the right. To me it looks random at this point. The
random effect only kicks in when there are two or more equal directions
to pick from.
I've done falling water (well more like streams of water) in my games
before and this weighting system works well.
As for weighting the directions, Falling is always the greatest. Next
would be moving in the same direction and so on.
Steve
On 4/14/2011 1:26 PM, Roger Taylor wrote:
> That's only one way of coding the water behavior. One could also use
> predefined/precomputed water paths. Looking at the game I can see
> drops falling at the same speed but spaced out randomly, yet all
> appearing to be following a certain path. I don't see any drops
> bouncing in random directions.
>
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