Day/Night Cycle and upcoming features


Yesterday I finished animating a Day/Night Cycle for Cactus Cat.  

In the next week or so, I'll be refactoring Cactus Cat's behavior code.  This was originally intended as a ONE WEEK project - a short demo - as part of a bigger personal project.  But at the end of that week, I kind of became attached to Cactus Cat and I dearly want to add more behavior mechanics and game depth to turn Cactus Cat into a nice virtual pet simulation.  Since it was a quick-n-dirty project, I didn't care that much about how the code was organized or implemented - I just wanted it to work as a demo.  But now that I want more, I will be carefully reconstructing the behaviors based on a finite state machine pattern.  I will need a pretty comprehensive breakout of each "behavior" and what triggers/signals those behaviors will depend on for activating/deactivating.  Once I get the current behaviors refactored, it should be less painful to start adding more.

My goal is to release an update 0n 7 or 8 Oct that will include all the existing functionality (refactored under the hood), along with the new Day/Night cycle (completed, but not yet exported) and a few new mechanics, including:

     -  Sleep behavior for Cactus Cat

     -  Player ability to "Pick-up" and "Drop" food items 

     -  First round of implementing "taming mechanic" for Cactus Cat (She will start off being fearful, so player will have to toss food to her a few times before she will accept "petting."

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