So this isn't a game, but it is interactive.
Controls: right / left.
Explore, there are a number of things going on. In the interests of not wasting everyone's time, I'll mention that by the time you see the full moon you'll have seen everything interesting, depending on what you consider interesting.
As for techniques involved, the source is a bit of a nightmare. I wrote the code mostly by piling on and re-using odd things here and there. It seemed right for this kind of thing where quirks are part of product. So: if you have questions about the techniques involved and doen't want to read through the code I'll be happy to explain it.
P. S. I would like to acknowledge Parlor's The Stroll for giving me a handy reference for the walk-cycle.
Thanks guys. Feel free to remix it if you get ideas.
@Pizza on the one hand I was hoping it was more distinct. On the other hand, if it seems similar I guess that means I didn't mess it up too bad. ;)
I have some ideas for making it more satisfying but it will be a while before I can come back to this. When the time comes I may put that energy a different generative art-game instead. We'll see.
I love this place, everyone is so positive. It's a great environment for experimenting and doing arty stuff.
@Ivoah it's funny you mention that. I considered it, but the behaviour I went with is intentional to break up symmetry and provide a kind of contrast of motion (also notice the night cycle completes quicker than the day cycle too so the moon moves quicker.)
I also considered getting technical and making accurate rise/set positions for the moon relative to the sun based on season, but I liked the opposing motion idea. You can also swap in moon2() instead of moon() for an earlier version... if it still works. It got super bugged and I almost kept that behaviour, since it's not sinusoid (and doesn't even set!) it had even more contrast but I felt like it would read more as amateurish than as contrast.
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