Fish physics

Written by jan on. Posted in Uncategorized

It’s been a while since our last post, but we’re still making games! We will be able to tell you something cool about Together Alone soon, but for now, we’re gearing up for a totally new, totally different game. We’re in the research phase, that crazy, fun time when anything goes and the kitchen sink is the limit.

We’ve actually got an idea for our next game. It’s an interesting new take on an old genre. We can kind of feel the shape of it in our heads, but it’s going to take a lot of prototyping and playtesting to actually realise its potential.

Having learned a lot from developing Together Alone, there’s tons of stuff we want to improve on this time, plus this new game requires a bit more high-tech than Together Alone did. I’ve been very happy with Haxe, so that’s a keeper. But I’ve decided to ditch my homegrown framework for the mature and popular HaxeFlixel. It provides support for many useful features, including spritesheets (faster graphics), particle effects, user interface, gamepads, and… physics!

It’s that last item I’ve been experimenting with, and while it seems like a complex subject, it turns out it’s not that hard to understand how to use it. HaxeFlixel uses the Nape physics engine, and there’s plenty of good samples and documentation, so it’s been a pleasure so far. Check out this little toy demo. Of course, it’s not representative of our next game, just the result of taking one of the demos and messing with it. :-)

Instructions: drag fish and dog heads with the mouse; click empty space to shoot orbs; click Gravity to toggle gravity, Auto-up to toggle auto-uprighting behaviour, Flock to toggle flocking on/off, Separate (while Flocking is on) to make dogs and fish flock separately, and Debug to show debug outlines.

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