My Beautiful Boids
Just a fun little boids demo, made in Godot. Click to feed the fish!
This is my first project that I've released, so if you find this, I hope you like it!
My goal for 2024 is to release a short project every month, and this is my January upload, I'm a little behind schedule, but I think I'll catch up now that I've jumped through all the hurdles of actually finishing, exporting, and uploading something.
This was a really great learning experience for me, and I think I've got a much better grip on how collisions, layers, nodes and signals work now. And I'm looking forward to building on these skills in my future projects.
Since I'm just officially starting out I'm really focusing on programming and design, so I'm relying on some awesome artists here at itch.io for some really fantastic assets to make this little project look way more polished.
So huge thanks to all these artists:
- Fish spritesheet from amaze-bob
- Hot dog sprite from Darina Grant
- UI buttons from Totus Lotus
- Background from Cania
- Sound effects from JDWasabi
The little background music loop was made by me in Ableton. Feel free to use it for any projects if you'd like! I'd appreciate a credit, but no attribution necessary.
If you want to read more in-depth about how I made this, check out the post on my website! lizardbrainlabs.games
I might also put the code on github once I get that set up.
Stay tuned for more projects to come!
Status | Released |
Platforms | HTML5 |
Author | Lizard Brain Labs |
Made with | Godot |
Download
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Comments
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Nice work! The music fits perfectly.
Its get laggy very quick, that happens to me when I put a lot of things inside the units nodes, or having heavy shit running i every process function tick.
Thanks, I appreciate it!
Yeah I only did a little bit of performance optimization, so it definitely starts to slow down after 50 fish or so are on screen. Each fish has several raycasts and areas to update every physics frame, so it starts to become a lot of processing. I've seen some people divide the area up into tiles to help reduce the number of nodes being compared at a time, but I didn't bother doing anything that elaborate.