This Blog post talks about several fluid simulation methods-often called Computational Fluid Dynamics (CFD)--that exist today and examines the advantages and problems I encountered with each method while trying to make a game in a single month.
For my October game I had to simulate fluids flowing around in a more-or-less realistic manner. In addition, the fluid was to have a significant effect on actual gameplay and not just be a whiz-bang special effect. To achieve this I had to write up a computer simulation that would be easy to integrate with actual game logic.
I thought setting up the CFD simulation would be fast and easy, but I took two weeks (out of an allotted month) trying out several CFD methods to see how appropriate they would be for making game.
My october game is Magic Fog, a puzzle game built on top of a computer simulation of fluid flow. By swirling around fluid with your mouse you create "magic turbines" to power little magical gadgets that pump the fluid around and shoot at enemy bugs.
Play Magic Fog here
My September Game for OneGameAMonth is Six Spells. It's a Action-RPG where you run around fighting monsters and getting weapons. The goal is to collect all six of the "Ancient Spells" which have been scattered around the randomly-generate game world.
The August game is Battle Bard, where you fight monsters with a sword and musical chords. Choose your harmonic progression to provide temporary combat abilities and then hit things with a sword.
Play Battle Bard here.
Like most game prototypes, it was much cooler in my head. Most of the abilities give a bit of a boost but it's not obvious which chord progressions are better or worse. For example, right now you need to have a V->I cadence to provide armor penetration and damage the giant tentacle monster, but that's really it. If I had time I would have added in several more monster types that would suggest using certain chord combinations to defeat. Luckily the animation and combat code I wrote will be useful in future projects.