In this very small and weird simulation game, you find an abandoned (or should we say, isolated) egg and have to take care of it before it dies.
The prototype is in a very rough state as we had to pivot our design mid jam and cut corners. The "AI" is limited to simple hunger + mood driven behaviours and some random patterns to make it a little more alive.
We had fun making it, so we hope that you will have fun playing and experimenting with it.
This game was done for the AI & Games jam in 7 days.
Actions | Mouse & Keyboard | Gamepad |
---|---|---|
Interact | Left mouse button / touchscreen | not supported |
Pause/Settings | Escape | not supported |
Debug view | F1 | not supported |
- Art: Michael "Calart" Pearson
- Audio: "Bit Bionic"
- Code: Matthew "Krikit" Schultz
- Code: Colin Bellino
- Design: Ondrej Markusand the rest of team.
- Paid assets: No
- Softwares: Godot, Aseprite, Audacity
- Make sure you setup your editor (or Godot's editor) to indent with 4 SPACES (instead of 1 TAB)
- For external editors, setup EditorConfig: https://marketplace.visualstudio.com/items?itemName=EditorConfig.EditorConfig
Fields used to create new entities:
NodeType
(String): Used to spawn the entity in the scene, should always be set tores://media/scenes/entities/Entity.tscn
.IsCreature
(Boolean): Will flag the entity as "the creature" so the code can always reference it. Set totrue
to enable the behaviour. If the creature doesn't have this flag, things will break 🤷♂️.EntityAnimation
(String): The name of the animation used. Don't add this if you want invisible entities. For example:plant
will try to load the fileres://media/animations/entities/plant.tres
.EmitStimulus
(Boolean): Will send a stimulus to entities around it when interacted. Set totrue
to enable the behaviour.EmitStimulus_Type
(String): The type of stimulus to emit when interacted. Example:Attraction
WakeUp
(Boolean): Will enter theIdle
state if it isAsleep
when interacted. Set totrue
to enable the behaviour.Attracted
(Boolean): Will enter theAttracted
state if it isIdle
when interacted. Set totrue
to enable the behaviour.Sleepy
(Boolean): Will enter theAsleep
state after X seconds in theIdle
state. Set totrue
to enable the behaviour.