For Ludum Dare 46, I created a very simple tamagotchi game called “Potted Plant Simulator” in Unity (you can find the code here). We kicked around this idea for “Keep it Alive” at the Knox Game Design online meetup, but it was more or less a joke.
However, brainstorming brought me back to the idea because I started wondering about how to procedurally generate a plant in Unity. I speculated that Unity’s hierarchy system (which localizes position, scale, and rotation to the parent node) would let you chain together branches, and I had to test that hypothesis. (Spoiler: hierarchy does not seem to be the best way to handle this.)
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