In this game, Ink, color blobs fall then they create pretty color spots.
The color traces are unlike any other game.
For an example, in Super Meat Boy https://www.youtube.com/watch?v=snaionoxjos
The red traces of SM Boy was more of sprites aligned across the surfaces of the object.
The trace in game Ink is different from those traditional traces of other games because...
They stack infinitely.
Come in many different shapes.
The approaches I can think of are...
- Prepare many different shapes sprites, then put then where traces should be.
- Assign each block with their own texture, then draw the traces on that texture.
The issues I see however are...
- First solution will lead to having many-MANY-MANY sprites being generated to look as if the traces are being drawn upon the object.
- Heavy calls between GPU and CPU. Keep drawing traces while uploading drawn new texture onto the GPU to be rendered. Significantly slowing down the game.
I don't have a good computer. My computer cannot handle either approach 1 or 2. But it can the run the game Ink.
So I am assuming Ink must use some sort of clever approach to handle this crucial visual aspect of the game. But I am out of ideas.