Sprout by Astoeth
Life just appeared on one planet and you absolutely don't want that to propagate everywhere. You have at your disposal an arsenal of meteors and other black holes to try to delay it as much as possible, but life domination seems to be inevitable...
There is a post jam version that can be downloaded that give more visibility to the plant and more ressources so it's easier to play with the different option you have
Credits:
Music: Dark Fantasy Studio - You are better off dead
Sound Effects : https://opengameart.org/ https://universal-soundbank.com/
Fonts : https://www.dafont.com/comfortaa.font https://fonts.google.com/specimen/Rubik+Moonrocks
| Link | https://astoeth.itch.io/sprout |
| Link | https://astoeth.itch.io/sprout |
| Link | https://astoeth.itch.io/sprout |
| Original URL | https://ldjam.com/events/ludum-dare/50/sprout |
Ratings
| Overall | 1314th | 2.833⭐ | 26🧑⚖️ |
| Fun | 1316th | 2.587⭐ | 25🧑⚖️ |
| Innovation | 923th | 3.065⭐ | 25🧑⚖️ |
| Theme | 854th | 3.523⭐ | 24🧑⚖️ |
| Graphics | 1139th | 2.913⭐ | 25🧑⚖️ |
| Humor | 563th | 3.132⭐ | 21🧑⚖️ |
| Mood | 1293th | 2.6⭐ | 22🧑⚖️ |
| Given | 48🗳️ | 23🗨️ |
its really hard to see what you're supposed to hit
and sometimes you end up shooting when trying to select a weapon
What _was_ really fun is that there's a bug with the "multiple small meteors" that doesn't check your energy level, and will let you go negative. Spamming that was actually a ton of fun. If you continue working on this game, it would be cool to be able to spend resources on faster energy regeneration.
The gravity mechanic was neat as well!
@rashcan I didn't do it but from what i understand/remember we have a one dimensional array simulating the life level of each section (growing on each Update and spreading to it's neigbours) as well as a general life level (used to make structure ect). Then for each point of a texture we calculate it's "section" that correspond to a entry in the array and it's "position"/distance from the center. We then draw the life of the corresponding entry.
We added random surface level and plant level to hide a bit the roundness of each planet.
The setting of each pixel is a bit low because it's done with the CPU ! You might see the update of life on planet moving up if you look closely ^^
This is available to download and resolve most of the problem cited making the game probably WAY more enjoyable
The part that manage the life is mainly in Assets/Scripts/PlanetLifeManager.cs
As Fabien said, it's mainly an array that contain a life level for each subregion of the planet in wich the "simulation" is done and we then have a texture that set each of its pixel's color accordingly to the data of the related subregion, its distance to the center and some reference textures (all the planet is drawn this way).