Eggxactly: Project Brief
01 Apr 26 (1d ago)
The idea of having an egg run through a field actually kept floating in my head throughout the years, mostly during the Easter period. The earliest I can recall is roughly 2017 or 2018, but definitely before COVID time.
Interestingly, to date, I haven't participated in any egg-finding activity during Easter. Maybe that's why I found it interesting.
Previously, I was able to do this on C4D easily enough with just having the good old reliable Rigid Body tag with just a Follow Position or Follow Rotation. You get the realism of collision but with art direction. But it wasn't really enough; when I learned Houdini, it became more feasible with just using VEX on an attribute wrangle. Basically, just casually creating a force attribute by deducting the position of the egg and the controller. I can do the usual magic of conditional behaviors with Houdini, such as having variable force based on the current distance.
It was more than enough, but it was not nearly as much fun as I thought it would be.
Then came re-learning Unity to make game logic rather than using it as a test for animation/rigs. And for the first time, for a long time, I got excited.
And so here we are.
Game Loop
At its core, it’s a "walking sim" where you explore as an egg. You can interact with the environment—bumping into trees or, if you're not careful, shattering against a rock.
The "win condition" revolves around a matching mechanic:
- Goal: You are shown a target egg with a specific color and pattern.
- Journey: You start as a plain white egg and must navigate the environment to find the colors and designs needed to match the target.
- Risk: You win if you complete the design before time runs out—provided you don't break your shell first.
Development Checklist
- Implementation of basic game state (Start/Win/Fail)
- UI Overlay for target egg reference
- When tree bump it wiggles
Asset Generation
- Color Pallete
- Trees
- Rocks
- Leaf
Level Design
- Houdini Set Up and Integrate Through JSON with Unity
Modifier Controller
- Animate-Out of the Modifier
- Change Design
- Erase Color
- Erase Design
- Change Color
Character Controller
- Impact Detection: Trigger "Break" state on high-velocity collisions
- Auto-Run: Move forward by default
- Horizontal Control: Limit movement to Left/Right