Bucolic coding (now with video)

I recently posted a screenshot of a lake in the first level of the cave. After a post about ASCII water ripples onΒ mnemonicRL’s blog, I decided to make a video to show how water ripples look with true color, real time and subcell rez πŸ˜‰

On the video, you can see the player swim, throw stones in water, scare fishes and finally catch a living fish with his bare hands !

The fish shoal AI is adapted from this :

The water ripples are done with an old school effect like this :

A few remarks :

  • the zoom and big yellow arrows are done with the video recording software, not the game!
  • you can throw an item by dragging it out of the inventory window
  • there’s a bug when there are too many fishes in the shoal, it starts to display some circular patterns (you can see it a bit when the fishes are fleeing in the south-east shallow waters)

7 comments so far

Add Your Comment
  1. once again, amazed. πŸ™‚

  2. The cave is looking awesome, although I haven’t actually seen any caves yet.
    How long until we can play this wonderful game? Even a tech demo would do!
    In any case, looks good.

  3. Thanks !

    @jonoerik : Yeah, that’s quite an issue. There is still no cave in “The Cave”… πŸ˜€ No game neither, by the way !
    But yeah, I hope to have some tech demo good enough for a release during ARRP 2010…

  4. Utterly Epic.

  5. Wow, just wow!!

    Concerning the actual cave — the water effect would look very cool underground; you could also work on some stalagmites/stalactites which drip water; oh, and underwater waterfalls πŸ˜›

  6. I’ve had underground lakes in mind for a long time, but I still lack a tech utility for that : caustics. You can’t seriously do underground lakes without nice caustics reflecting in the cave. So long I didn’t find any simple algorithm to do that…
    Waterfalls, either underground or not, would be great.. once I manage to overcome one of my worst coding nightmare… rivers…

  7. The cool thing about the underground is that the water doesn’t have to come from anywhere πŸ™‚ So you can probably fudge it and just plop a waterfall between a wall and a lake. The interesting bit would be coding the waterfall itself πŸ˜€ Particles? Noise (per-tile)? How about the foam? (At least you already have the rippling water!)

    About the caustics, have you tried just combining noise? I never tried it, but I imagined that a linear combination of colors based on a turbulence noise (with 3 axis, x, y, time) could make for a nice caustic effect, without any sort of simulation.

    Also, I’m really interested in finding a way to place stalactites/stalagmites in a pleasing way, given that there are no color restrictions and all.