In my previous post, I exposed you to the joy of using mathematics to create ropes of slime. But my need for slime was not sated by this. Slime comes in many forms: yes, ropes, but also oozing, dripping, splashing, spreading. Slime!
So there were three other kinds of slime that I wanted in the game, which I'll call oozes, droplets, and splashes.

Sketching out various shapes biomechanoids could have in the game, inspired by organic shapes like skulls, sea creatures, and more.
So I haven't done a dev blog post for a while because I'm unfortunately still sick with postviral fatigue. Things are happening but more slowly than planned, but I am very slowly getting better, so here's a post of what I've been up to the last few days.
I'm working on a variety of things for Biomechanoid Repair Shop, including improving the graphics and interactions. I did make a lovely/horrible mockup picture, but what will make the game really compelling is how it moves and interacts with the player.
Now, biomechanoids are a mixture of the mechanical and the organic. And organic means one thing: copious quantities of slime! Slime running down surfaces, pooling on the table, droplets of slime, and in particular, animated ropes of slime when you remove parts. I did a quick pixel animation study of this, which already works pretty well.

But it would be much nicer if this could be done procedurally, otherwise I'm going to have to hand-animate a lot of slime.
Slightly delayed post because I was sick for a week or so. On the plus side, if you're making a body horror game, all disease is just a form of research, right? Right?
Anyway, having done the very basic gameplay prototype of Biomechanoid Repair Shop, I next wanted to take a stab at dynamic lighting. The mockup has quite a lot of intense lighting, after all. I'm writing this game in the Godot engine, unlike previous projects which were in MonoGame and Java, and conveniently, Godot has a built-in 2D lighting system.
A specific thing I wanted to recreate is what I think of as the "sausage casing" look you can see in a lot of HR Giger airbrush paintings, where a translucent membrane is stretched over a more detailed structure. Of course this might not be possible with pixel art, but I wanted to give it a try.

So I've started working on a new game. It's called Biomechanoid Repair Shop, and it's basically Papers Please meets David Cronenberg. You run a small shop where you repair half-machine creatures.
Repairing biomechanoids is the core of the game - one arrives, you diagnose its ailments, and you fix it. Around this, there are the considerations of your shop: bills to pay, equipment and replacement parts, customers, and so on, as well as a larger plot that will eventually make itself known.
It's a cyberpunk/biopunk game set in a world that looks like the 80s idea of a dystopian near-future. There's hardly any computers, but there's ever more useful biomechanoid devices, from mundane air conditioning lungs to terrifying weapons. And you are one of those shopkeeper side characters in a cyberpunk story, shown in just a scene or two before being gruesomely killed off.
Of course, you don't want to be gruesomely killed off.