ENTRY | Postmortem | All Making-of Posts
Hi there! We continue our Visibility Zero making-of posts. Now we will talk about “Something”
We have a few environment enemy:
- Hot Lava Spots
- Deadly Pitfalls
- Mysterious Creature Swarm
If talk about Lava Spots and Pitfalls it’s simple mechanics, sphere collider and below Y-cord Instant Death.
So we’ll talk about Mysterious Creature Swarm. In our game we wanted to add something mysterious to killing you, but it should not be instant death was, but rather slow.
And we came up with to use a system of particles Boids. You do not see it at first but if you walk they will eat like piranhas but slowly.

boids
Boids Algorithm based on
- http://www.cs.toronto.edu/~dt/siggraph97-course/cwr87/
- http://www.red3d.com/cwr/boids/
- http://wiki.unity3d.com/index.php?title=Flocking

flocking in nature
So each Creature is affected by 3 base forses:
- cohesion
- separation + collisionAvoidance
- alignmentForce
But for our game we also add Powerful Force is Player, *** SPOLER *** so when player not near Green Stellar they attack him *** SPOLER ***.
You can find in internet many cool examples how to create and use boids and draw in one Unity draw call, do many Meshes and update it.
This simple idea add awesome experience when people die trying escape from Something and fall into Pitfalls
Tags: making of, postmortem ld31, visibility_zero, vzero_omake
Wooo that look realy strong implementation. Thank’s for shearing your algo explanation.