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(1 edit) (+1)

Hi! So I went through your %.md file and slides. One thing you might consider (if you haven't already) is storing a function pointer to the "organism"'s behaviour instead of trying to interpret it at anim time with the case statement. I.e. if you had a (do-plant-things) function, and stored it as (say) the "do" property for `dandelion-01`, then you potentially simplify your anim loop a lot:(leodef live-life live-life ()

    (loop :for organism :in (cdadr (get 'organisms 'contents))
          :do (apply (get organism 'do) organism)
))

(Exact syntax may not be correct... ; - ) This separates the behaviour out from the actual update process and makes it more tractable and composable. You could even "mutate" handler functions -- maybe have a "mutant dandelion" that changes the spreading behaviour or the glyph used to render it or something?

Any rate, remember that you can use what you did here in a future jam, so even if you didn't get as far as you wanted, you've still made a start!