For (some) creatures (with many eyes) have you experimented with different blink patterns? For example, blinking at the same rate but staggered or just random rates. Feels like it could be a good match for the variety of Biolune.
December 17, 2025 at 7:07 PM
For (some) creatures (with many eyes) have you experimented with different blink patterns? For example, blinking at the same rate but staggered or just random rates. Feels like it could be a good match for the variety of Biolune.
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Bluzzle contains no advertising or generative ai content, includes six free puzzles, multiple puzzle types & player assists and supports Apple Family Sharing (for purchasable puzzle packs) Available to download now on the App Store. apps.apple.com/app/id674202... (2/2) #landscapephotography#gamedev
Good point. I guess most could be identified by simple visual or audio effects. But I’m also wrongly assuming Biolune creature norms match Earth creature norms and human perception. It’s quite the rabbit hole 😁 Good luck!
December 13, 2025 at 9:26 PM
Good point. I guess most could be identified by simple visual or audio effects. But I’m also wrongly assuming Biolune creature norms match Earth creature norms and human perception. It’s quite the rabbit hole 😁 Good luck!
Just thought of another based on your environment comment. Camouflage. If environment & creature colour weights are close & one isn’t moving, the decision engine might just count it as unseen on initial contact.
December 13, 2025 at 7:57 PM
Just thought of another based on your environment comment. Camouflage. If environment & creature colour weights are close & one isn’t moving, the decision engine might just count it as unseen on initial contact.
If a creature is hungry, maybe it risks going for higher weights etc. So many possibilities. That said, it’s the first thing that popped into my mind and never tried anything like it in a game, but it’s just (crudely) mimicking real life.
December 13, 2025 at 7:53 PM
If a creature is hungry, maybe it risks going for higher weights etc. So many possibilities. That said, it’s the first thing that popped into my mind and never tried anything like it in a game, but it’s just (crudely) mimicking real life.
Take for example those spiked black & yellow caterpillars. Very low weights for size, speed & armour (approachable) but medium weights for the colours, spikes & taste (collectively high, so not too close). A snake, low weights for size & armour, but high for speed & very high for venom (avoid)
December 13, 2025 at 7:52 PM
Take for example those spiked black & yellow caterpillars. Very low weights for size, speed & armour (approachable) but medium weights for the colours, spikes & taste (collectively high, so not too close). A snake, low weights for size & armour, but high for speed & very high for venom (avoid)
Yes exactly. Maybe each creature would have multiple attributes defined, each one being assigned a type (defence, attack, attract etc) and a weight. When creatures initially meet, a decision engine would use the collective attribute weights to decide the outcome. Befriend, avoid, attack, chow down 😂
December 13, 2025 at 7:52 PM
Yes exactly. Maybe each creature would have multiple attributes defined, each one being assigned a type (defence, attack, attract etc) and a weight. When creatures initially meet, a decision engine would use the collective attribute weights to decide the outcome. Befriend, avoid, attack, chow down 😂
How about a weighted system to mimic mother nature? Assign weights to body size, type, appendages, features etc. You could even add colours, smells & emissions into the equation. Smoke and mirrors maybe, but potentially quite effective.
December 13, 2025 at 1:41 PM
How about a weighted system to mimic mother nature? Assign weights to body size, type, appendages, features etc. You could even add colours, smells & emissions into the equation. Smoke and mirrors maybe, but potentially quite effective.