Thanks! Yeah, I did think of something like:
- there are simulated agents, they have needs
- player can provide them with objects that satisfy some need
- there is an element of randomness to the outcome of agent’s interaction with a given object
But, it was too broad. I didn’t have any idea what those needs would be or the items. I mean, lots of options, but what would be an interesting combination that is small enough to implement?
About the trail, there are 2 component:
- the trail geometry, that’s something like a fat line facing the camera that has a texture applied to it
- particle emitter
Both are from meep engine, here are respective classes if you’re interested to dig in deeper:
PS:
I enjoyed your flat heroes remake. Especially the particle effects Very pleasant to look at.