MicroVore by Eran Haas

An attempt to build a game in unity using only the VFXGraph. Everything rendered using particles, no meshes, sprites or shaders.
It is pretty GPU intensive, so if you have an older GPU you might want to just watch a video. Update: I fixed a a bug that was keeping some animations from firing, I also lowered my build size from 400mb to 50. It turns out you are supposed to compress giant audio files and HDRIs!
https://youtu.be/9VEkiRlOzrc
Music by Avola. https://avola.bandcamp.com/
| Youtube | https://eranhaas.itch.io/microvore |
| Youtube | https://eranhaas.itch.io/microvore |
| Original URL | https://ldjam.com/events/ludum-dare/46/microvore |
Ratings
| Overall | 1388th | 3.427⭐ | 77🧑⚖️ |
| Fun | 2434th | 2.453⭐ | 76🧑⚖️ |
| Innovation | 273th | 3.833⭐ | 80🧑⚖️ |
| Theme | 2321th | 2.89⭐ | 79🧑⚖️ |
| Graphics | 13th | 4.75⭐ | 84🧑⚖️ |
| Audio | 538th | 3.638⭐ | 78🧑⚖️ |
| Humor | 1971th | 1.976⭐ | 65🧑⚖️ |
| Mood | 238th | 4.02⭐ | 78🧑⚖️ |
| Given | 78🗳️ | 146🗨️ |
But this looked downright awesome and had a mood to match.
I love experiences like these and it kind of reminded me of PANORAMICAL which I also enjoyed a lot.
Awesome work!
@zesix I will try to put something together, I have been promising people VFXGraph tutorials for a while, but never quite find the time. I will at least publish the graphs after I get them cleaned up.
https://eranhaas.itch.io/beleth
Wow. Mood is off the charts! I couldn't seem to interact? After a while I noticed that pressing S seemed to trigger an SFX? Not sure. Reminded me of Tamagotchi and Folding@Home. Frames were low- gorgeous visuals and the music reminded me of early Brad Fidel. I am not familiar with VFX graph, so please take my comments witha grain of salt- Amazing though that this is all particles! I will def check out Beleth. Thanks for the experience!

(edit)I feel like the bright particle cloud might be interactive, but maybe my laptop is too slow? Surface Book 2 Nvidia 1060.
It is probably difficult to tell what is going on if the game is running really slow.
You control the hole in the ground. WASD, Arrow Keys or Joystick, You can collect the glowing energy balls and feed them to the "tree"
I will try to get a version built that can run on older cards soon.
P.S. Ran all right on my gaming laptop, and thanks for the video!
It is all very GPU heavy as it is an experiment in doing everything in the VFXGraph particle system which runs entirety on the GPU. No shaders used.
I think the scene tops out at about 3 Million lit particles, all interacting with 5 volumetric lights.
It is definitely not the right way do do most of these effects, but it is a fun experiment.
Thanks!
Good point about the collectibles. There was supposed to be a little effect the the ring then to the surface, to help with that, but it did not make it in before deadline.
I think in the video I recorded you can see I few times when I could not figure out where the objects were.
Having the movement mechanics feel kind of opaque at the start was sort of intentional. I like the idea of the player being dispruption rather than an object be something you have to feel out.
It is probably not a good choice for a jam though!
Would you consider releasing the source code for this? I'd love to see how this works from the inside.
I am going to try to find the time to do a little write up soon.
The graphs I ended up are a huge mess, but I will put them out as well once I have had a chance to clean things up.
For a start here is the formula I used for the "tree"
https://drive.google.com/open?id=1L_EEOCxtbhOPJN3AC0IAJKnUwA2OMKID
how did you ended up with a idea like this? it looks great
I have been making interactive installations and such in Unity for a living, and have been doing a lot of R&D in VFXGraph over the last year.
With the current state of things big public installations are not in demand, so I am unemployed, so I am trying to bring some of that experience to games.
BUT this was really cool :) I hope that the VFX Graph becomes faster and usable on CPUs
Great entry !
The central object just has way to many lit particles to not kill the gpu when also using volumetrics and shadows.
I think it peaks at a couple of million.
I think there is probably a lot of optimization that could be done in the post processing.
I have been meaning to take a crack at a more playable version but have not had the time yet,
So thanks for reminding me lol :D But seeing the video - this looks absolutely phenomenal. Can't even comprehend how one would build something like this within 72 hours! Fantastic work, thank you so much for this experience!
Gameplay-wise it was a bit hard to aim at the point where the light was. At first I wasn't even sure if I was supposed to do anything or just watch. I think I'd rather look at the screen as the "hole" walked and ate lights by itself. That way I could focus on amazing visuals.
Great job. Cheers!
1 - Mecânicas, Aprendizado e Fluxo:
Não consegui entender qual seria o desafio do jogo (além de ele ser super "pesado" para o meu computador).
Eu só pude notar que (com muita dificuldade) eu conseguiria me mover com WASD através do chão.
Como o jogo tem foco em efeitos visuais, creio que valeria a pena possibilitar um menu antes, permitindo reduzir a qualidade gráfica para que todos possam dar suas impressões nas versões mais básicas (e assistisse o vídeo para dar a impressão da qualidade gráfica e (ao que entendi) sonora também).
O fluxo de jogo foi quebrado por não ter como ter imersão (parte por culpa de meu computador não ser bom o suficiente, creio).
2 - Gráficos, Áudio e Narrativa:
Os gráficos ficaram bastante bonitos (efeitos luminosos, sombras e outros).
O áudio não pude apreciar, não sei se por conta da minha taxa de quadros.
Os efeitos sonoros ficaram muito repetitivos (também não sei se esse barulho de lata amassando é algo que aparece por conta dos quadros ou se era mesmo a intenção, dando a entender o chão quebrando ou algo do tipo).
Não pude notar muito de narrativa (pareceu uma flor desabrochando ou quem sabe uma árvore crescendo, mas poderia ser outra coisa).
3 - Cultura:
Creio que culturalmente seja interessante como ponto de partida para utilizar mais os efeitos visuais da Unity3D (e de outras ferramentas).
Também pode ser uma peça interessante como entrada para expressões artísticas utilizando game engines.
4 - Monetização:
Não vejo muito como monetizar em cima, a menos que o interesse seja vender experiências interativas em salas VR, AR ou climatizadas.
Nesse sentido seria possível encontrar nicho/público/alvo. ^^'
1 - Mechanics, Learning and Flow:
I couldn't understand what the game's challenge would be (besides being super "heavy" for my computer).
I could only notice that (with great difficulty) I would be able to move with WASD across the floor.
As the game focuses on visual effects, I think it would be worthwhile to enable a menu beforehand, allowing to reduce the graphic quality so that everyone can give their impressions in the most basic versions (and watch the video to give the impression of the graphic quality and (at the I understand) sound too).
The game flow was broken because there was no way to be immersed (partly because my computer is not good enough, I think).
2 - Graphics, Audio and Narrative:
The graphics were very beautiful (light effects, shadows and others).
The audio I couldn't enjoy, I don't know if because of my frame rate.
The sound effects were very repetitive (I also don't know if that crumpling noise is something that appears because of the pictures or if it was really the intention, suggesting the breaking of the floor or something like that).
I couldn't notice much of the narrative (it looked like a flower blooming or maybe a tree growing, but it could be something else).
3 - Culture:
I think it is culturally interesting as a starting point to make more use of the visual effects of Unity3D (and other tools).
It can also be an interesting piece as an entry for artistic expressions using game engines.
4 - Monetization:
I don't see much how to monetize on top, unless the interest is to sell interactive experiences in VR, AR or air-conditioned rooms.
In this sense, it would be possible to find a niche/audience /target. ^^ '
The only problem I encountered was the depth, indeed, sometimes I was sure that I was below the energy source, but I had to go a little further forward or backward in order to take it well.
Overall nice work !
I want to learn it.