Water Mini Update
It’s been a while since the last proper written development update, so I wanted to give a quick run down of what we’ve been working on. As we get close to the Beta (June 12), we’re super focused on getting everything polished up and feeling like a real game.
To try to better explain what we are trying to do with CodeSpells, we started creating some mini-games to show off the features of CodeSpells and to demonstrate what people will eventually be able to make and share once we’ve built all the tools for it.
The mini games we built for Earth came together very well and show that although there’s still missing features in Earth magic, it is at a fun and playable state. On the other hand, following our recent implementation of water, we realized that lifting and removing water just wasn’t interesting enough.
It has always been our plan to add more features to each element as we go along. Flow has been one of the major things I’ve talked about and really wanted to be able to have. Instead of waiting on that, we’ve decided to push back the completion of Fire and Air magic to after the Beta release and polish up Water magic to be at a more interesting state on it’s own.
Flow adds a velocity for water at a given cell location so that it moves in a more natural way and create waves, push objects, etc. After relearning some math I’d forgotten and using several different models (primarily: http://matthias-mueller-fischer.ch/publications/hfFluid.pdf) we were finally able to get a system that feels cooler.
These are early GIFs with several issues I’m working on ironing out today, but hopefully water in CodeSpells will be much more interesting in the next couple of days!
Here’s a demo of buoyancy in action after water has settled into a small pool. Obviously these rocks should be more dense so that they don’t float, but we can set that on a per object basis so we have lots of power to do different physical materials in the game!