of a mesh skin attached to bones. Some tentacles you animate by hand but others need to be procedural. Some tentacles drag behind like a tail. Some tentacles need to whip around starting from the base and going outwards. Some tentacles have a stinger or claw on the end and
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you need to have this thing try to attack stuff while the rest of the tentacle still connects to the monster without stretching out and looking stupid. Some tentacles can grow branches off of them so you have a whole tree of them.
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It never fails that I design a bunch of different creatures with tentacles on them somewhere, thinking I could share the code, but then when it comes time to implement it, I realize each one is totally different and needs to be written anew.
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what you need is a GenericTentacleFactory class
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Enterprise Tentacles
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I like to write a program that will draw a sine wave at each stage in a cycle, but multiply the wave height by the x of each frame so the start remains stationary, then use that render as the basis for the animation.
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I feel like this might be a uniquely "you" problem, but damn if it isn't relatable
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Truth. I realized this coding through my game. I ended up settling on the basic animated sprite method but was a bit bummed as my boss didn’t have the effects I original wanted. Next game I’ll put more effort into making better tentacles. :)
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