1.) I believe we wont get aerial creatures in JWE.
2.) I had some thoughts on some difficulties that might arise if aerial creatures would have to be implemented in JWE. I think it raises interesting questions and challenges from a developpers perspective. Thinking about the puzzles that might arise is quite fun. This article is for the folks who like puzzling with me, just for the sake of that.
Movement:
A free moving object that still is able to interact with other objects in a natural looking way is superdifficult to develop. When in the sky, a flyer should move with high speed almost constantly and the animations should be in line with it (wheeling while gliding takes the full body to bend in certain directions). Else a flyer would seem to wheel on the spot, which totally breaks immersion. Such a complex object is difficult to make.
To simplify this, I dreamed up some considerations:
- locking in combat goes through walking. Then there's different attacks in fixed animations. One move could be jumping up, flapping and pecking the other creature. Another could be simply walking toward the other creature and pecking/biting.
Containment in enclosures:
- if an aviary dome would take up too much memory, a possible solution might be the use of shockbands on the legs. The story then being that the fences of their enclosure (without a roof) contain sensors that deliver tiny, non-lethal shocks to the animals when they get near fences (sensors ignoring altitude and shocking if the creature gets near the maximum altitude scanning range of the sensors). Flyers then learn to never get near fences. Flyers never break out (this saves a lot of implementation problems).
This would mean that enclosures need to have a minimum space in order for the flying animations to take place. In a big enough enclosure, flying animations could take place in different parts of the enclosure: the creature can only take up in places where the flight animation would have enough space to stay within the fence boundaries.
What problems and challenges do you foresee for implementing flying creatures?
2.) I had some thoughts on some difficulties that might arise if aerial creatures would have to be implemented in JWE. I think it raises interesting questions and challenges from a developpers perspective. Thinking about the puzzles that might arise is quite fun. This article is for the folks who like puzzling with me, just for the sake of that.

Movement:
A free moving object that still is able to interact with other objects in a natural looking way is superdifficult to develop. When in the sky, a flyer should move with high speed almost constantly and the animations should be in line with it (wheeling while gliding takes the full body to bend in certain directions). Else a flyer would seem to wheel on the spot, which totally breaks immersion. Such a complex object is difficult to make.
To simplify this, I dreamed up some considerations:
- make the creature walk on average 50 percent of the time. Since walking is already implemented in this game.
- short hovering moves: like jumping up, flapping, as if to take off, but then come down, not reaching higher than say twice the body height.
- flying: try to envision flying as a set of about 5 animations of a complete, fixed flight. Each animation starting with a take off, flying up, gliding in certain fixed directions (including fixed altitude changes), then landing again. The flights are started for each creature on average 50 percent of the time, with random intervals. Each time, the specific flight to execute is picked at near random, except that each loop has to wait 2 picks before it can be started again (to avoid seeing a flyer taking the same flight path two times in a row).
- Maybe there can be 3 fixed group animation flights for a small group of animals. They will need to be at the approproate positions in relation to one another before the animation can start (think about the kill animations where animals have to aline first). They will get there by walking.
- eating: walking toward a fish feed for certain flyers. A kill animation with small herbivores could be done in a fixed animation. Imagine the flyer lining up behind a small herbivore (i.e. homalocephale or goat) through walking. Then taking off flapping shortly (not too high, e.g. 5 times the body height) then to dive down full speed ahead and knocking the small herbivore to the ground. Then it can eat while being on the ground again. Heck... if its with fixed animations, another animation could be aligning through walking at a proper distance, taking off a bit higher, diving down, picking up a small herbivore and throwing it to the ground to kill. Then coming down to eat.
- drinking: could be done as any walking creature does.
- locking in combat goes through walking. Then there's different attacks in fixed animations. One move could be jumping up, flapping and pecking the other creature. Another could be simply walking toward the other creature and pecking/biting.
Containment in enclosures:
- if an aviary dome would take up too much memory, a possible solution might be the use of shockbands on the legs. The story then being that the fences of their enclosure (without a roof) contain sensors that deliver tiny, non-lethal shocks to the animals when they get near fences (sensors ignoring altitude and shocking if the creature gets near the maximum altitude scanning range of the sensors). Flyers then learn to never get near fences. Flyers never break out (this saves a lot of implementation problems).
This would mean that enclosures need to have a minimum space in order for the flying animations to take place. In a big enough enclosure, flying animations could take place in different parts of the enclosure: the creature can only take up in places where the flight animation would have enough space to stay within the fence boundaries.
What problems and challenges do you foresee for implementing flying creatures?
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