Posts

DEV LOG 10: FINAL 05/13/25

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 Sometimes the creative process morphs ideas into different ideas. and it's wonderful. My original pitch for my final was as follows: " My Mini Me! I want to make a virtual pet version of myself with procedurally generated dialogue and behaviors based around real life characteristics of my personality. I’d want to include mood swings, procedural dialogue to represent how I feel, procedural changes in my tastes in food and entertainment, and other things. 

 My main inspiration is the game “Tomodachi Life” and how you interact with citizens on an island to take care of their needs. I’d want to do that but with more random changes as I feel that my life changes quite frequently without really much input from me. I’d want to represent the chaos of my life within my Mini me’s life.   

Another thing that has inspired me is a Markov chain powered bot that I have in my high school friend group’s Discord server that occasionally posts messages that takes from a corpus of all of our m...

DEV LOG 9: 04/16/25

https://drive.google.com/file/d/1AAIjO_5HNeFExGmuBCyrmDOcuYBofvS1/view This was our set. It was 50/50 visuals/art between me (STRAWBERRYMORNING) and my wonderful buddy Jaiden (PEAR92$AMMY). It was very fun but we were very sleep deprived so it could have been sharper at times.  This Week's Development song is... the fire alarm set. Lol!

DEV LOG 8: 04/16/25

 WIP

DEV LOG 7: 3/18/25 ECOSYSTEM PROJECT

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For this project, I collaborated with my classmate Jaiden. She had come up with an intuitive way of rendering landmass-like structures using Perlin noise. Our first revision looked like this. https://editor.p5js.org/jxiden/sketches/00usW_baT I had the idea to turn this from a procedural map into a simulation where ships would move between different ports on the edges of landmasses. This original revision had semi-random placements of ports (red dots) if I recall correctly, and my initial method was going to be to scan where the "edges" of the landmasses were to place ports. But this was soon changed to be randomly selected at a noise value that was at the edge of where white would become black because I was really overthinking it. This method of rendering would however, prove complicated as it would need to stay completely still as a map while having objects like ships be drawn over it. I couldn't redraw it every frame, but I needed it to be able to stay still without con...

DEV LOG 6: 3/11/25

 WIP

Dev Log 5 3/4/25

This was a headache and a half of an assignment. Thankfully, I had some help with this. When tackling the tack of getting this robot to get items in code, I teamed up with my good friend Jaiden to get it done. We ended up trading off multiple times on the assignment. WIP: ADDING MORE dev song of the week is “Nobody Told Me About Id” by Bobby Prince from the Doom (1993) Soundtrack https://www.youtube.com/watch?v=w1tDbtItqcE

DEV LOG #4 - 02/25/25

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Building upon my class and vector work from last week is this week's project. Instead of having a horde of Penguins moving in a semi-fixed-but-not-really pattern, I wanted to have a unique layout of Penguins being spawned every second. I was originally going to do minute, but quite frankly I was too impatient during testing and sped it up. The code took me a while to figure out, but it's ultimately pretty simple. I re-use the original penguin class from my work last week, but instead of having a penguin pattern created once at startup, I moved it into draw so it could actually change. Small problem: now it runs every frame and these penguins are going crazy! So, what I had to do was create a variable, minVar , to keep track of the amount of time that had passed before allowing a new penguin group to be generated. It was a bit confusing to figure out, as originally I was just checking if minVar no longer equalled itself, as I defined  minVar within the draw function. This shorts...