Plane game – Gameplay Prototyping

Prototype of a little game idea I came up with one weekend.

The world is made up of floating islands, and you have a plane you can take control off to fly from island to island.

You’re also able to jump out of the plane and move around.


My interest in making this prototype was in scratching an itch of building a new kind of
gameplay movement controller with the plane, that I have not had experience with before, as well as the idea that this could potentially be a game with quests and stories happening across multiple floating islands, involving plane acrobatics.

Procedural trees – Rainbow edition


AddedGravity blue 6This is a series of procedural tree generation experiements I played around with for about a week .

It was an interesting experiment based on very simple shapes, each mesh is simply a rectangle being spawned and stretched according to a few rules of propagation.
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After a while I noticed that the branches were not really dropping enough, so I added a concept of pseudo gravity that would have an increase effect on the direction of the branch the further the new branch was spawned, resulting in a fuller tree visual.

It was also an opportunity to learn about optimisations, given that I’m spawning quite a lot of branches, that each needs to grow over time, and spawn the next branch. The simplest optimisation I used was to offset some branches growth to later frames. all of the sudden the grow rate was much smoother, with barely any difference noticeable during the generation.