Continuing what we started a couple of weeks ago, we have a new interview today.
Next developer: Karoline Skoglund Olsen, our artist. Let’s get influenced by her talent!

KarolineTell us who you are and what do you do on the team.

I am Karoline, the team’s artist. I started working here in September 2015, not long before  Alex did. I make the game’s art together with Owe, our lead designer.


What is the most difficult part of your job?

When there is a lot of work to be done, and all inspiration seems to elude me… I also have days where everything I make turns out not the way I want it to.


And the one you enjoy the most?

I love the days when I’m really inspired and everything just flows. When I can just sit day and night creating pieces I can feel proud of. It’s a wonderful feeling when you draw something and you think to yourself: “hey, this isn’t half bad!”.


Tell us how you make the game’s art:

What is your gear?

I work with Photoshop CC, and I use my trusted Wacom 13HD Cintiq. I also have a Wacom Intuos Pro Medium that I use at the office.


How do you make yourself comfortable before starting to draw?

Being the creative weird person that I am, I usually put on my pajama pants (when working at home), get myself a cup of coffee and just start to draw. It’s also nice to have some noise like music or Netflix in the background.


Can you explain the process you follow when you create a new piece of art?

It varies, sometimes I find pictures or art that inspire me in some way; other times I just start to draw and it just turns into something.


What is that amazing thing of Degrees of Separation you love most?

I really like the atmosphere of the game, the music and the art style comes together making it an almost magical experience, like a fairytale.


Why do you think Degrees of Separation will be a great success?

I think it will become a success because it’s so approachable. I’ve seen fathers play our demo with their daughters, siblings working together to solve the puzzles and couples discussing why their chosen character in the game obviously is the best character. I think that this is a game everyone would like; even people who don’t really see themselves as gamers.


What room would you add to the castle, and which use would you love for it to have?

I don’t know if there is something special I would like to add in the castle, but maybe a hidden room or something where you could have the possibility to unlock certain features or special levels. We were joking at a meeting, not so long ago, that it would be fun to add the possibility to unlock the “googly eye” version of the game if you got all the collectables. The “googly eye” version would be the exact same game, just that everything now has googly eyes on them, and I mean everything…


Share a screenshot you love, and tell us why. It can be inside Unity Editor, in-game, or showing your favorite software tool!

This is one of my favorite places in the game so far, this is after Ember and Rime fall down after the bridge breaks and land in the deep forest. I love the way the tree log bends and dampen their fall.

Ember Met Rime

Picture 1 of 1


A while ago I started to get quite annoyed at having to create instances of a class just to modify the values of an existing object, instead of directly editing the object fields.

float new_value = (Mathf.Sin( Time.time ) + 1) * 0.5f;

// Works
transform.position = new Vector3( transform.position.x, new_value, transform.position.z );
material.color = new Color( material.color.r, material.color.g, material.color.b, new_value );

// Does not work :(
// transform.position.y = new_value;
// material.color.a = new_value;

To me, it looks wrong to create a new instance when you just want to modify the object. The code gives the incorrect impression of intent, it’s verbose and leaves unnecessary information in the code. Yes, I’m a code nazi.

Luckily, I stumbled upon an article about so-called “Extension Methods” in C# (I hadn’t been using C# for too long at this point) and how you could use them in Unity! This opened up a whole new world of possibilities when it came to “modifying” Unity’s API to become more readable and understandable. And the best part is that it’s extremely easy!

Now, you might be reading this and thinking that using extension methods is obvious. Maybe it is, but I want to leave more traces of this in the context of Unity on the internet so future beginners can have a chance of finding it.

So here goes!

To make an extension (essentially extending a class) you simply create a new script and call it “ClassExtension” (ie ColorExtension, Vector2Extension, etc). Then you make that class static.

public static class ColorExtension {}

You then add methods that are “public static”. What’s special about these methods is that the first parameter has to be a reference to the object that is modified. When using an extended method C# automatically sends in this reference, but it has to be explicitly written into the function as a parameter.

It’s easier to show by example, so here’s an extended Color method I use all the time:

using UnityEngine;
public static class ColorExtension 
	public static Color WithAlpha( this Color color_, float alpha_ )
		return new Color( color_.r, color_.g, color_.b, alpha_ );

To use it, simply call the method on a Color object:

float theta = (Mathf.Sin( Time.time ) + 1) * 0.5f;
material.color = material.color.WithAlpha( theta );

And there you have it. Simple and powerful.

I haven’t explored this as much as I should’ve, but there are many convenient extensions you can make if you use your imagination.

Here are some of my favorite that I use every day:

using UnityEngine;

public static class GameObjectExtension
	public static T GetComponentOrAdd<T>( this GameObject go_ ) where T : Component
		T component = go_.GetComponent<T>( );
		if( component == null )
			component = go_.AddComponent<T>( );
		return component;

	public static T GetComponentOrDie<T>( this GameObject go_ ) where T : Component
		T component = go_.GetComponent<T>( );
		if( component == null )
			D.LogError( "Component " + typeof( T ) + " not found on GameOject." );
			Debug.Break( );
		return component;

	public static bool HasComponent<T>( this GameObject go_ ) where T : Component
		return go_.GetComponent<T>( ) != null ? true : false;
using UnityEngine;

public static class Vector2Extension 
	public static Vector2 WithX( this Vector2 vector_, float x_ )
		return new Vector2( x_, vector_.y );

	public static Vector2 WithY( this Vector2 vector_, float y_ )
		return new Vector2( vector_.x, y_ );
using UnityEngine;

public static class Vector3Extension 
	public static Vector3 WithX( this Vector3 vector_, float x_ )
		return new Vector3( x_, vector_.y, vector_.z );

	public static Vector3 WithY( this Vector3 vector_, float y_ )
		return new Vector3( vector_.x, y_, vector_.z );

	public static Vector3 WithZ( this Vector3 vector_, float z_ )
		return new Vector3( vector_.x, vector_.y, z_ );

	public static Vector3 WithXY( this Vector3 vector_, float x_, float y_ )
		return new Vector3( x_, y_, vector_.z );

	public static Vector3 WithXZ( this Vector3 vector_, float x_, float z_ )
		return new Vector3( x_, vector_.y, z_ );

	public static Vector3 WithYZ( this Vector3 vector_, float y_, float z_ )
		return new Vector3( vector_.x, y_, z_ );

Examples of how I use them:

// Prodecural mesh so we don’t care if the
// object already has the component or not
MeshRenderer renderer = gameObject.GetComponentOrAdd<MeshRenderer>( );
MeshFilter filter = gameObject.GetComponentOrAdd<MeshFilter>( );

// Need this for the object to make sense,
// so throw and error if it’s not there
ImportantComponent important = gameObject.GetComponentOrDie<ImportantComponent>( );

// I don’t care about the x and z value
// and just want to change y
float new_value = (Mathf.Sin( Time.time ) + 1) * 0.5f;
transform.position = transform.position.WithY( new_value );

Do you think this is useful for your work? Feel free to comment with your own ideas!


I’ve been informed that this article doesn’t have any pictures. I didn’t find anything relevant so here’s a cat:

WTF human!

Hello, hello, friends!

We prepared some small interviews with the members of Moondrop about how do they work and what do they think about Degrees Of Separation.
Alex is the first one dropping by. We hope you enjoy the reading.



Tell us who you are and what do you do on the team.

I am Alex Temina, and I’m the newest here. I started working at Moondrop in October 2015. Wow, it will be a year here soon, time flies.

I’m a programmer. I’m supposed to be the 50% of the programming team, even though we know that’s a nice lie. Andreas (our CEO) has been here making games for years, and he knows what he’s doing. We kind of share tasks, we don’t have specific roles inside the programming side, but right now he is more focused on the game mechanics and temperature, while I work on interactables and visuals. This is my dream job and makes me extremely happy, I hope I never get off the train of making videogames. :D


What is the most difficult part of your job?

Probably working with shaders. When I make new visuals, it feels like trying to walk down a path full of broken glass and I forgot my shoes at home. I will eventually cross and arrive to the other side, but it’s going to be painful, and I’ll bleed in the process. Yeah, the shoes are so far away, but maybe I should go get them first. The shoes are knowledge, of course. Sometimes, writing shaders feels like shooting in the dark, and at the same time I am making them, I am learning. Every new shader is tons of new knowledge for me, and lots of satisfaction when I succeed, but sometimes it’s quite frustrating. And it doesn’t help that the documentation is extremely poor everywhere, and the community help is very scarce, since the majority of Unity users don’t write shaders and use the standard ones.

But of course, none of that is as difficult as making our designer happy :D.


And the one you enjoy the most?

This may sound cheesy, but it would be shaders, also. The satisfaction of achieving what you are looking for is very high, and the feel of new horizons and areas to learn is very fulfilling. Also writing shaders feels more like making magic than writing normal scripts in Unity.
Of course, the moment when you are starting a new feature is always the funnier and most enjoyable. It doesn’t last too long, sadly.


What IDE (Integrated development environment) you use? What are your favourite addons and for it? How do they help you on your task?

We use Microsoft Visual Studio Community.

Regarding addons, I use overall two:

  • Code Maid: This wonderful addon cleans the code for you with many options, and you can bind it to save, so every time you save the document, it formats and cleans it: double new lines, unused namespaces and much more. It helps writing regions, too, and sorts lines if you have a bunch of variable declarations, and many more things that help you have your code clean and following the team standards.
  • Productivity Power Tools: This is a bunch of addons packed in one. It has many things, but my favourites are ‘reopen closed tab’, double click to maximize windows, and compressed lines that have only curly brackets. It has many more tools that I should explore.

I use other extensions like a code highlighter for shaders (NShader) and of course Visual Studio Tools for Unity.


What feature of Degrees of Separation you feel more proud of?

I would say two:

  • The one that I suffered more doing because it was one of my firsts, but I enjoyed the process and learned a lot: the glittering effect. Small bright spots that change depending on the movement on the camera in the cold side. That was hard learning shaders. Is not that I feel proud of the final product, but more of myself to finally achieve this back then.
  • The one I actually feel I did a good job would be Fog Shader and the Foliage Waver in terms of shaders, fog because it was a difficult task since Owe, our Lead Designer, wanted a very specific yet super beautiful thing. Regarding non shader work, I feel proud of all text related, from the actual mesh that shows text to the localization tools that I made to be able to have the game in different languages easily, even using automatic updates from a spreadsheet in Google Drive to get the text in a specific language.


What is that amazing thing of Degrees of Separation you love most?

I would say it is how beautiful the game is in many levels. Not only is the game art fantastic, but the temperature effect is outstanding, and it’s one of the things that calls on people’s attention and make them amazed. The fog and color decisions are perfect, and makes you remember those pictures forever.

On the other side, puzzles are very clever but not frustrating. You do the “aaah” expression when you realize what has to be done, and cooperation makes it even more satisfactory.


Why do you think Degrees of Separation will be a great success?

Because how accessible is to everyone, and how you easily get hooked on because of its beauty, the characters and the wish of solving puzzles to advance. The game is perfect to be played in the sofa with your little brother, your boyfriend or your daughter. It doesn’t require a person to be what is called a ‘gamer’ to enjoy it, and the story will keep people trapped ‘till the end.


What room would you add in the castle, and which use would you love for it to have?

I would love to have a room with the collectibles hanging in the wall and some statistics to know what you’ve missed and hints about where they are. That room will be more filled the more you advance in the game with some findings, notes with text, and more. I would love to be able to visit it as a small game gallery.


Share a screenshot you love, and tell us why. It can be inside Unity Editor, in game, or showing your favourite software tool!

Our Fog Shader offers many possibilities, you can even add any texture to be used to choose the colors that will be blended in the scene. I really love this, so I want to show you what we can achieve applying some random textures.

Using: Getting:
RimeBackground blue
Noise colors_both
EmberHouseWallFill rime



The rest of developers will do the interviews very soon. Stay tuned!

Hello, folks!

Since we are working hard and doing things that could be interesting for some of you (or maybe all :D), we thought it would be very nice to share stuff we’ve been making in a little bit more technical way.
You can use these tips and tutorials in your projects and tell us your experience with them, and even suggest us ways to help us improve.

We will start with what we call the “foliage waver”. It’s a rather simple shader that will twist and move your plants, leaves and anything you want to be affected by a force like wind, or the movement of the players.

Foliage Waver in action
We do get knowledge and influence from other people too, and in this case it all started from an awesome post in Unity forums by GambinoInd. Using his example shaders as a base, we modified it to our needs in Degrees of Separation. We simplified it for a use in 2D, added new variables, and introduced rotation of the plant with the waving.

Note: We made a nice Unity package with all the code and resources we are gonna create here. You’ll find it at the bottom of this post.

Making the foliage react to wind

Let’s start. First, we need a sprite that represents a plant. We will use a fern bush, and will place it in the center of the screen:

Make a standard surface shader file and copy this into it:

Shader "Sprites/Waver"
        _MainTex("Texture", 2D) = "black" { }
        _Color("Tint", Color) = (1, 1, 1, 1)

		_Cutoff("Alpha Cutoff", Range(0,1)) = 0.5
			"Queue" = "AlphaTest"
			"IgnoreProjector" = "True"
			"PreviewType" = "Plane"
			"CanUseSpriteAtlas" = "True"

		Cull Off
		Lighting Off
		Blend One OneMinusSrcAlpha

		#pragma surface surf Lambert vertex:vert nofog alphatest:_Cutoff
		#pragma target 3.0

		#include "ComposerEffects.cginc"
        sampler2D _MainTex;
        fixed4 _Color;
        struct Input
            float2 uv_MainTex;
            fixed4 color;
            float3 worldPos;
        float4 _FoliageShake;
        float3 _FoliageZoneApplicationAndTime;
        float3 _FoliageRotation;
        float3 _FoliageTransformRotation;
        float4 _FastSin (float4 val) 
            val = val * 6.408849 - 3.1415927;
            float4 r5 = val * val;
            float4 r1 = r5 * val;
            float4 r2 = r1 * r5;
            float4 r3 = r2 * r5;
            float4 sin7 = { 1, -0.16161616, 0.0083333, -0.00019841 };
            return val + r1 * sin7.y + r2 * sin7.z + r3 * sin7.w;
        float4x4 _RotationMatrix( float angle_ )
            float sinX = sin ( angle_ );
            float cosX = cos ( angle_ );
            float sinY = sin ( angle_ );
            float4x4 rotation_matrix = float4x4( cosX, -sinX, 0, 0,
                                                 sinY, cosX,  0, 0,
                                                 0,    0,     1, 0,
                                                 0,    0,     0, 1 );
            return rotation_matrix;
        float2 _Rotate( float2 point_, float angle_ )
            return mul( float4(point_.x, point_.y, 0, 0), _RotationMatrix( angle_ )  );
        float2 _RotateAbout( float2 point_, float2 about_, float angle_ )
            point_ -= about_;
            point_ = _Rotate( point_, angle_ );
            return  point_ + about_;
        float2 wave( float2 vertex_, float4 texcoord_, float2 world_pos_ )
            const float4 wave_x_size = float4( 0.048, 0.06, 0.24, 0.096 );
            const float4 wave_speed = float4 ( 1.2, 2, 1.6, 4.8 ); 
            const float4 wave_x_move = float4( 0.024, 0.04, -0.12, 0.096 );
            //Getting properties from script
            int shake_freq = _FoliageShake.x;
            float shake_amount = _FoliageShake.y;
            float shake_bending = _FoliageShake.z;
            float shake_speed = _FoliageShake.w;
            float2 zone_application = float2( _FoliageZoneApplicationAndTime.x, _FoliageZoneApplicationAndTime.y );
            float time = _FoliageZoneApplicationAndTime.z;
            float2 rotation_pivot = float2( _FoliageRotation.x, _FoliageRotation.y );
            float rotation_amount = _FoliageRotation.z;
            float3 body_rotation = _FoliageTransformRotation;           
            //First let's rotate to put it in the origin;
            vertex_ = _Rotate(vertex_, float2( -body_rotation.z, -body_rotation.y ) );
            //Wave calculations
            float4 waves = vertex_.x * wave_x_size;     
            waves += time * shake_speed * wave_speed;
            waves = frac( waves );  
            float coord = ( texcoord_.y - zone_application.x)  / ( zone_application.y - zone_application.x );
            coord = clamp( coord, 0, 1 );
            float wave_amount = coord * shake_bending;
            float4 s = _FastSin ( waves ); 
            s *= wave_amount; 
            s *= normalize( wave_speed );   
            s *= shake_freq  ? s : pow( s, 3 );
            float3 wave_move = float3 ( 0, 0, 0 );
            wave_move.x = dot( s, wave_x_move );
            vertex_.x += mul( (float3x3)_World2Object, wave_move ).x *  shake_amount;
            vertex_ = _RotateAbout( vertex_, float2( rotation_pivot.x - world_pos_.x, rotation_pivot.y - world_pos_.y   ), rotation_amount * texcoord_.y );         
            //Rotate back
            vertex_ = _Rotate( vertex_, float2( body_rotation.z, body_rotation.y ) );
            return vertex_;
        void vert( inout appdata_full v, out Input o )
            #if defined( PIXELSNAP_ON )
                v.vertex = UnityPixelSnap( v_.vertex );
            UNITY_INITIALIZE_OUTPUT( Input, o );
            o.color = v.color * _Color;
            o.worldPos = mul( _Object2World, v.vertex ); 
            //Plant waving          
            v.vertex.xy = wave( v.vertex.xy, v.texcoord, o.worldPos );
        void surf( Input i, inout SurfaceOutput o )
            fixed4 color = tex2D( _MainTex, i.uv_MainTex ) * i.color;
            o.Albedo = color.rgb * color.a;
            o.Alpha =  color.a;
    FallBack "Diffuse"

We have to make a script that gets the information we need from the user, and send it to the shader we just wrote. Make a script like this one, and add it as a component on the object you want to wave:

using UnityEngine;

[RequireComponent( typeof( SpriteRenderer ) )]
[RequireComponent( typeof( BoxCollider2D ) )]
public class FoliageWaver : MonoBehaviour
	#region InspectorFields
	[Header( "Wave Properties" )]
	[MinMaxSlider( 0, 1 )]
	public Vector2 waveDissipation = new Vector2( 0.54f, 0.57f );

	[MinMaxSlider( 0, 1 )]
	public Vector2 waveFriction = new Vector2( 0.35f, 0.4f );

	[MinMaxSlider( 0f, 2f )]
	public Vector2 shakeBending = new Vector2( 1.1f, 1.15f );

	[MinMaxSlider( 0f, 4f )]
	public Vector2 shakeSpeed = new Vector2( 3.3f, 3.8f );

	[MinMaxSlider( 0f, 1f )]
	public Vector2 coordinateApplication = new Vector2( 0.02f, 1f );

	[Header( "Rotation Properties" )]
	public Vector2 rotationPivot = new Vector2( 0f, 0f );

	[MinMaxSlider( 0f, 1f )]
	public Vector2 rotationStrength = new Vector2( 0.038f, 0.21f );

	[Range( 0f, 1f )]
	public float rotationLimits = 0.04f;

	[Range( 1f, 6f )]
	public float rotationWaveSpeed = 0.2f;

	[Range( 0f, 5f )]
	public float rotationBounciness = 0.5f;

	[Header( "Others" )]
	public bool underWater = false;
	#endregion InspectorFields

	#region PrivateFields
	private float _wave_scew = 0f;
	private float _wave_force = 0f;

	private Renderer _rend;

	private float _wave_dissipation;
	private float _wave_friction;
	private float _shake_bending;
	private float _shake_speed;
	private float _rotation_strength;

	private float _wave_dissipation_rn = 0.5f;
	private float _wave_friction_rn = 0.5f;
	private float _shake_bending_rn = 0.5f;
	private float _shake_speed_rn = 0.5f;
	private float _rotation_strength_rn = 0.5f;

	private float _time;
	private float _rot_amount;
	private Vector2 _real_pivot;

	//shader property ids
	private int _foliage_shake_prop;

	private int _foliage_zone_application_and_time;
	private int _foliage_rotation_prop;
	private int _foliage_transform_rotation_prop;
	#endregion PrivateFields

	#region Unity
	private void Awake( )
		_real_pivot = rotationPivot;

		//Using ID's to send properties to the shader
		_foliage_shake_prop = Shader.PropertyToID( "_FoliageShake" );
		_foliage_zone_application_and_time = Shader.PropertyToID( "_FoliageZoneApplicationAndTime" );
		_foliage_rotation_prop = Shader.PropertyToID( "_FoliageRotation" );
		_foliage_transform_rotation_prop = Shader.PropertyToID( "_FoliageTransformRotation" );

		_rend = GetComponent&amp;lt;Renderer&amp;gt;( );

		//Makes a calculation of the numbers given min and max of the range in inspector
		_CalculateRandomNumbers( );
		_RecalculateValues( );

	private void FixedUpdate( )
		//Taking time
		_time += Time.fixedDeltaTime;

		//get velocity of the wind that will move the plant and add it to the total force
		if( WeatherData.Instance &amp;amp;&amp;amp; WeatherData.Instance.isActiveAndEnabled &amp;amp;&amp;amp; WeatherData.Instance.windProperties != null &amp;amp;&amp;amp; WeatherData.Instance.activateWind )
			_wave_force += WeatherData.Instance.windProperties.randomVelocity.x * 0.1f;

		//The skew accumulates the force applied over time. 
		_wave_scew += _wave_force;

		//Friction and dissipation makes the plant go back to initial position little by little.
		//The more friction, the more difficult to make the plant move with the force
		float friction_application = ( 1 - _wave_friction );
		_wave_scew *= friction_application;

		//The more dissipation, the quickest the plant goes back to its initial position
		float dissipation_application = ( 1 - ( 0.1f * _wave_dissipation ) );
		_wave_force *= dissipation_application;

		//Rotation of the plant arount the pivot
		int direction = _wave_scew &amp;gt; 0 ? 1 : -1;
		float rot_amount = _CalculateRotationAmount( friction_application );
		Vector3 transform_rotation = Mathf.Deg2Rad * transform.rotation.eulerAngles;

		//Calculations for material before applying to shader
		_real_pivot = new Vector2( rotationPivot.x * direction, rotationPivot.y );
		Vector2 rotation_pivot = ( Vector2 )transform.position + ( _real_pivot );
		float time_for_shader = _time / 20f;
		Vector4 shake = new Vector4( underWater ? 1 : 0, _wave_scew, _shake_bending, _shake_speed );
		Vector3 zone_application_and_time = new Vector3( coordinateApplication.x, coordinateApplication.y, time_for_shader );
		Vector3 rotation = new Vector3( rotation_pivot.x, rotation_pivot.y, rot_amount );

		foreach( Material material in _rend.materials )
			material.SetVector( _foliage_shake_prop, shake );
			material.SetVector( _foliage_zone_application_and_time, zone_application_and_time );
			material.SetVector( _foliage_rotation_prop, rotation );
			material.SetVector( _foliage_transform_rotation_prop, transform_rotation );

		//Recalculates in editor to be able to adjust the waver in real time
		_RecalculateValues( );
	#endregion Unity

	#region LocalMethods
	private float _PickRandomBetween( Vector2 min_max_, float random_seed_ )
		//Typical percentage calculation
		return min_max_.x + random_seed_ * ( min_max_.y - min_max_.x );

	private void _RecalculateValues( )
		//RePicks the value with the same seed - same minmax will return same value until the game restarts
		_wave_friction = _PickRandomBetween( waveFriction, _wave_friction_rn );
		_wave_dissipation = _PickRandomBetween( waveDissipation, _wave_dissipation_rn );
		_shake_bending = _PickRandomBetween( shakeBending, _shake_bending_rn );
		_shake_speed = _PickRandomBetween( shakeSpeed, _shake_speed_rn );
		_rotation_strength = _PickRandomBetween( rotationStrength, _rotation_strength_rn );

	private void _CalculateRandomNumbers( )
		//Stores random values to take a number between min and max for the properties
		_wave_dissipation_rn = Random.value;
		_wave_friction_rn = Random.value;
		_shake_bending_rn = Random.value;
		_shake_speed_rn = Random.value;
		_rotation_strength_rn = Random.value;

	private float _CalculateRotationAmount( float friction_ )
		//Calculates how much the plant should rotate depending on the force, bounciness and speed.
		_rot_amount += _wave_force * _rotation_strength * 0.05f;
		_rot_amount += ( 0.005f * rotationBounciness * Mathf.Sin( _wave_force * rotationWaveSpeed ) + _wave_force * 0.005f );

		//Makes friction affect
		_rot_amount *= friction_;

		//Don't rotate further than limits
		_rot_amount = Mathf.Clamp( _rot_amount, -rotationLimits, rotationLimits );

		return _rot_amount;
	#endregion LocalMethods

Multiple fields of the script have a MinMaxSlider attribute, a property that allows setting 2 floats in the shape of a Vector2. In our case we use it to pick a random amount between these 2 numbers, as you can see in the code inside FoliageWaver.cs. This way, if we have a lot of plants together, they will move a bit differently. You can just change this and ask for a constant float to the user, or ask for 2 floats, the min and the max. Nevertheless, the code for the attribute is:

using UnityEditor;
using UnityEngine;

public class MinMaxSliderAttribute : PropertyAttribute
	public readonly float max;
	public readonly float min;

	public MinMaxSliderAttribute( float min_, float max_ )
		min = min_;
		max = max_;

[CustomPropertyDrawer( typeof( MinMaxSliderAttribute ) )]
internal class MinMaxSliderPropertyDrawer : PropertyDrawer
	private const int _control_height = 16;

	public override float GetPropertyHeight( SerializedProperty property_, GUIContent label_ )
		return base.GetPropertyHeight( property_, label_ ) + _control_height * 2f;

	public override void OnGUI( Rect position_, SerializedProperty property_, GUIContent label_ )
		label_ = EditorGUI.BeginProperty( position_, label_, property_ );

		if( property_.propertyType == SerializedPropertyType.Vector2 )
			Vector2 range = property_.vector2Value;
			MinMaxSliderAttribute attr = attribute as MinMaxSliderAttribute;

			range.x = Mathf.Max( range.x, attr.min );
			range.y = Mathf.Min( range.y, attr.max );

			range = EditorGUI.Vector2Field( position_, label_, range );

			Rect position = EditorGUI.IndentedRect( position_ );
			position.y += _control_height * 1.5f;
			position.height = _control_height + 5;
			EditorGUI.MinMaxSlider( position, ref range.x, ref range.y, attr.min, attr.max );
			property_.vector2Value = range;			
			EditorGUI.LabelField( position_, label_, "Use only with Vector2" );

		EditorGUI.EndProperty( );

The sprite renderer attached to the object we want to wave needs to use a Material with the shader we created before. Just make a new material and select our shader from the dropdown in the material’s inspector. Then go to the sprite inspector and drag and drop the material into the renderer component.

pick the shader in your new material

Once the Material with the shader is applied, and the FoliageWaver component added, we should have this in our inspector:

The waver fields

This script is going to expose some variables that will tweak the way our waving behaves:

  • Wave Dissipation: This controls how long the plant will keep waving after the force is applied.
  • Wave Friction: The bigger it is, the most difficult for the plant to wave.
  • Shake Bending: This controls how much the plant waves. A big number will result in funky moves.
  • Shake Speed: How fast the wave travels.
  • Coordinate Application: This represents where in the plant the wave will be applied. if the min is 0 and the max is 1, it will be applied in the entire plant, but always incrementally from the bottom to the top. If the min is 0.5 and the max is 1, the wave will be applied only from the middle of the plant to the top. Take in account that we are moving vertices, and these are connected, so it is inevitable that the entire plant is moving at some point. this happens also in real life.
  • Rotation Pivot: The pivot around which the plant rotates. You can draw gizmos to see the pivot in the editor. For better results, set the pivot X to 0, and Y a bit below the center.
  • Rotation Strength: How strong the rotation is, always depending on the force applied.
  • Rotation Limits: How far the rotation goes. This number should be low.
  • Rotation Wave Speed:  How fast the rotation wave or bounciness is produced.
  • Rotation Bounciness: If the rotation should be constant or bounce a bit.
  • UnderWater: If you want to add waving in plants under water, the wave is different, smoother. Toggle this and it will behave more correctly underwater.

The Rotation Wave Speed and Bounciness are two properties that can be considered a bit experimental. Put them to 0 or very low if your rotation is a bit funky.

A nice setting for the plant would be like this:

Now, if we did everything correctly and play the scene, our bush should wave.
a plant waving with a constant force.


But now it’s just waving constantly because we’re applying a force of 0.2f, hardcoded into the script.

//Update method code ...
wave_force += 0.2f;
//Update method code...

The wind generators

It would be much better to have some options to control this constant force, and, furthermore, add external forces that will play with the wave in very interesting ways:

  • WindMachine: Object that throws wind waves with certain frequency. These waves will make foliage move.
  • Player movement: When player goes through foliage, the speed will trigger waving.
  • Weather: We have a global, constant wind that affects the entire scene. This makes foliage wave all the time, but changing strength and direction with a specific frequency.

For simplicity here, we’ll skip the first two and focus on the global wind, part of the weather.

We need a GameManager object in our scene, or some other object that holds effects or global values. Make a script called WeatherData and add it as a component there:

using System;
using UnityEngine;

public class WindProperties
	#region Actions
	public event Action OnPropertiesChanged;
	#endregion Actions

	#region PrivateMethods
	private float _time_passed;

	private Vector2 _frequency;
	private Vector2 _min_velocity;
	private Vector2 _max_velocity;

	private float _random_frequency;
	private Vector2 _random_velocity;

	private float _ran_for_frequency;
	private Vector2 _ran_for_velocity;
	#endregion PrivateMethods

	#region Accessors
	public Vector2 randomVelocity
			return _random_velocity;
	#endregion Accessors

	#region Constructor
	public WindProperties( Vector2 frequency_, Vector2 min_velocity_, Vector2 max_velocity_ )
		ResetProperties( frequency_, min_velocity_, max_velocity_ );

	#endregion Constructor

	#region PublicMethods
	public void ResetProperties( Vector2 frequency_, Vector2 min_velocity_, Vector2 max_velocity_ )
		//If something changed, assign it again and make recalculations
		bool something_changed = frequency_ != _frequency || min_velocity_ != _min_velocity || max_velocity_ != _max_velocity;

		if( something_changed )
			_frequency = frequency_;
			_min_velocity = min_velocity_;
			_max_velocity = max_velocity_;

			_CalculateRandomNumbers( );
			_RecalculatePropertyValues( );

	public void Update( )
		_time_passed += Time.deltaTime;

		//If more time than the frequency set passed, we recalculate numbers again to make wind organic and change with time (frequency)
		if( ( _frequency.x &amp;gt; 0f || _frequency.y &amp;gt; 0f ) &amp;amp;&amp;amp; _time_passed &amp;gt;= _random_frequency )
			_CalculateRandomNumbers( );
			_RecalculatePropertyValues( );

			_time_passed = 0f;

			if( OnPropertiesChanged != null )
				OnPropertiesChanged( );

	#endregion PublicMethods

	#region PrivateMethods
	private void _CalculateRandomNumbers( )
		_ran_for_frequency = UnityEngine.Random.value;
		_ran_for_velocity = new Vector2( UnityEngine.Random.value, UnityEngine.Random.value );

	private float _PickRandomBetween( Vector2 min_max_, float precreated_random_ )
		return min_max_.x + precreated_random_ * ( min_max_.y - min_max_.x );

	private Vector2 _PickRandomBetweenVectors( Vector2 min_, Vector2 max_, Vector2 precreated_randoms_ )
		float x = min_.x + precreated_randoms_.x * ( max_.x - min_.x );
		float y = min_.y + precreated_randoms_.y * ( max_.y - min_.y );

		return new Vector2( x, y );

	private void _RecalculatePropertyValues( )
		_random_velocity = _PickRandomBetweenVectors( _min_velocity, _max_velocity, _ran_for_velocity );
		_random_frequency = _PickRandomBetween( _frequency, _ran_for_frequency );

	#endregion PrivateMethods

public class WeatherData : Singleton&amp;lt;WeatherData&amp;gt;
	#region Actions
	public event Action OnChange;

	#endregion Actions

	#region InspectorField
	[Header( "Wind" )]
	public bool activateWind;

	[MinMaxSlider( 0f, 10f )]
	public Vector2 minMaxFrequency;

	public Vector2 minVelocity;
	public Vector2 maxVelocity;
	#endregion InspectorField

	#region Accessors
	public WindProperties windProperties
			return _wind;
	#endregion Accessors

	#region privateFields
	private WindProperties _wind;

	private Vector2 _previous_min_velocity;
	private Vector2 _previous_max_velocity;
	private Vector2 _previous_min_max_frequency;
	private bool _previous_activate_wind;
	#endregion privateFields

	#region Unity
	//If we enable or disable the component, we have to update
	private void OnEnable( )
		if( OnChange != null )
			OnChange( );

	private void OnDisable( )
		if( OnChange != null )
			OnChange( );

	private void Awake( )
		if( activateWind )
			_wind = new WindProperties( minMaxFrequency, minVelocity, maxVelocity );

	private void Update( )
		//Only in Unity Editor, if something changes we have to get those values and pick a random between them again
		bool something_changed = _previous_activate_wind != activateWind;

		if( activateWind )
			something_changed |= minVelocity != _previous_min_velocity || maxVelocity != _previous_max_velocity || minMaxFrequency != _previous_min_max_frequency;

			if( something_changed )
				_wind = new WindProperties( minMaxFrequency, minVelocity, maxVelocity );

			_wind.Update( );

	private void LateUpdate( )
		//Set new values as previous
		_previous_min_velocity = minVelocity;
		_previous_max_velocity = maxVelocity;
		_previous_min_max_frequency = minMaxFrequency;
		_previous_activate_wind = activateWind;
	#endregion Unity

The Weather Data is a Singleton, a class that will handle things in our game that have one and only one instance. Singletons make our life easier with convenient access to this objects from anywhere, as if they were static classes. Another thing to note is that our wind has a Vector velocity and not just speed, so it can be used in 2 dimensions. In the case of our shader, only the x coordinate of the velocity will be applied.

Add our WeatherData on the GameManager object we created on the scene:

MinMaxFrequency will make the velocity change randomly every ‘n’ seconds, ‘n’ being a random number between min and max frequency.

Now, instead of adding a constant value to the force applied to the plant, we will add the velocity of our global wind. In FoliageWaver.cs:

	private void FixedUpdate( )
		_time += Time.fixedDeltaTime;
		if( WeatherData.Instance &amp;amp;&amp;amp; WeatherData.Instance.isActiveAndEnabled &amp;amp;&amp;amp; WeatherData.Instance.activateWind )

			wave_force += WeatherData.Instance.windProperties.randomVelocity.x * 0.1f;
		_wave_scew += wave_force;
//... more Update method code

We can tweak our wind component and it will make our bush wave differently!

Plant waving with global Wind

Now you can add all this into your projects and enjoy the breeze!

Foliage Waver complete
You can find a package with all the code, an sprite and an example scene here:
FoliageWaver unity package

Last week has been a sleepless yet exciting one for us. We took a small break in Degrees of Separation to participate, as always, in the Norwegian nationals in gameplay (“NM i Gameplay”).

just like before, it’s a ten day long game jam hosted by the Norwegian film institute (NFI) that awards 100.000 NOK to the winner to be invested in a game.


guess what…

We won! again!

The topic this year was “Cloning”, and we decided to create Multiple Clone Disorder, a 2D platformer where the player has the ability to clone the world and merge it in order to alter the state of the environment to solve puzzles. It’s possible to clone the world multiple times, and use this power for many  interests: Perhaps you want to use a clone to explore the world around without risking yourself, or maybe you need to go through that small platform with an enemy walking around, needing many tries before succeeding. The fun comes when you merge two worlds: the player will be placed in the middle point of both clones. This can be used to get into a room that is surrounded by walls.

There are many more tricks and challenges that this mechanic brings to us, so why not show you a playthrough of the prototype that won the contest?

Thank you very much to everyone that voted for our game at the event, thank you NFI for hosting this fantastic competition, as always, and thank you Norwegian game development community for being every year even more awesome!

We are really happy to announce that Moondrop is growing!

This is great as we can do bigger and better work with Degrees of Separation. Having two new passionate members on the team is a huge boost and we are happy to have their talent at Moondrop!

Say hi to our new artist, Karoline Skoglund Olsen!

Hey! I’m Karoline, a 27 year old graphic artist living in Brumunddal Norway. I’ve been through a fair share of professions like jewellery designer, seamstress and even salesclerk. None of them really spoke to me.

I’ve always wanted to do something within the game industry and never had the opportunity, but thanks to Moondrop here I am and now I know that this is where I want to be. I’ve been a gamer pretty much all of my life and I like a lot of different type of games, some are Diablo, Borderlands, Fable, Age of Conan and Castlevania Symphony Of The Night, to mention a few.


Alex Temina is our new programmer!

Hi, I’m Alex! I am originally from Spain and have been living in Oslo for three years now.

I am mainly a developer with five years of experience: two in web, and three in graphics programming for the oil and gas industry. Games are my passion and almost my entire life; I’ve been gaming since the Master System era and I hope that I’ll never stop playing, I love this art. I always wanted to work in the game industry, but sometimes life takes you to places you didn’t plan… Sometimes you have to stop and think, and redirect your life; and that’s what I did. Thanks to Moondrop for giving me this opportunity!

My favourite games are adventures like Tomb Raider and Uncharted, and RPG’s, especially the Final Fantasy saga.

A lot of time has passed, but we haven’t been twiddling our thumbs:

Degrees of Separation is Moondrops new big project. We are making a 2D platform game for two players, each in their own world, who have to cooperate to solve puzzles based on temperature.
Read more about Degrees of Separation on its dedicated site.

This has been an important and fun weekend for the Norwegian Game Industry. SpillEXPO 2015 brought us many good experiences, but the most important of them for us is the fact that we showed Degrees of Separation to the public for the first time, and let everyone play a demo. Parents, siblings, friends and couples enjoyed it a lot and wished us all the best! A big thanks to everyone who played our game and for all the positive feedback!

We held a contest with everyone that came to our stand. Visitors were given stickers of Ember & Rime as a challenge to who could arrange them in original ways, and take photos of it. We received many good entries, so we would like to thank you all very much for the effort! The winner was announced on our DofsGame Twitter Account and Facebook Page.


This week something’s been happening in the Norwegian game development community, and that something is called the Norwegian nationals in gameplay (“NM i Gameplay”).

It’s a 10 days game dev competition hosted by the Norwegian film institute (NFI) at the beginning of each year since 2011. The winner gets a grant of 100 000 NOK to develop a game of their choice.

This years theme was temperature.

And we won!

Our idea was the interaction between two players, each in their own world of warm and cold. That in itself isn’t much, but the fun begins when the worlds shifts and turns as the players starts moving around. We made a 2d co-op puzzle platformer out of this idea and you can download it below!

Thanks to everyone that voted for our game at the event, thanks to NFI for hosting it and thanks to the Norwegian game development community for being awesome! We would also like to give a big thanks to Kenneth Aas Hansen and Monica Rong (concept art) for helping and supporting us making the game!


Download latest Adobe Air:

Disclaimer: As this game is the product of a week long game jam you may experience bugs. This is just the nature of game jams where there isn’t much time to clear bugs that aren’t in the way of the core gameplay. It was also developed and presented on a fairly powerful computer so you may have bad performance when playing (sorry about this!).

Ember Keyboard Controls:
Move left: Left arrow
Move right: Right arrow
Jump: Up arrow
Pick up/throw: Shift

Rime Keyboard Controls:
Move left: A
Move right: D
Jump: W
Pick up/throw: Space

Xbox360 Controls (same for both):
Move: left analog stick
Jump: A
Pickup/throw: X
Restart level: Y
Skip level: L1 and R1

Other keys:
Fullscreen (for controllers only): F (low quality), G (high qulity)
Mute: M
Toggle FPS: V
Restart level: R
Skip level: B and N
Teleport players to mouse: L
Toggle light system (may improve performance): T
Toggle light blur: I

dofs_3 dofs_4 dofs_6

Well, it’s been a while since our last post here.. Let’s just say we’ve been busy making Amphora and leave it at that, ok? Ok!

Anyways, we showed our game at SpillEXPO (site in Norwegian) this weekend and it was great seeing the reactions of people enjoying our game. We also gave out almost 1200 posters to visitors during the weekend and hopefully they will be hanging in homes around the country. =)

And here’s two teaser videos for Amphora we made for the weekend:


Amphora Teaser 1 – Fireworks


Amphora Teaser 2 – Tortoise and Hare

27. to 29. of January, Moondrop, together with Sarepta Studio and Krillbite Studio, hosted Global Game Jam in Hamar, Norway. 62 participants came together over a weekend and together managed to craft these games.

We would like to thank everyone who showed up, contributed or hosted and I believe that it was a highly successful event! I must brag a little about the event in Hamar; good location, free entrance, good food (like pizza and waffles), plenty of space, good turnout and excited people.

If those reasons are not enough to convince you that jam is indeed good for you, let me elaborate!

As you might have guessed, the core of a game jam is that over a limited period, usually only a weekend, participants are attempting to create a game. At Global Game Jam that means either a digital game made on computers, or a board game. People get a theme that they must follow, so that all games should be created from “scratch”. You can use any development tool you are comfortable with as long as there is a legal license to use it.

In our daily lives, we often have to “play it safe”. We might get some offbeat idea that you really find interesting, but you have other things to do that are easier to justify doing. Well, at a Game Jam you can throw all that out the window. Since the time span is so limited, you don’t have time to play it safe either way, so you might as well get as experimental as you can.
I love experiments! Finding out stuff, feeling like an inventor, breaking boundaries and expectations make me excited! About everything cool in the world was figured out by experimentation. Heck, even evolution is an automated process of experimentation!

Meet people!
When at least 3 game companies were going to show up at our site, global game jam can be a great place to  network and meet people who works with games on a daily basis. The social aspect of at least Global Game Jam is something you don’t get to experience very often, with that many new people with so many different levels of experience all working on the same theme at the same time.

Game jam is and should be FUN. Making something is a very rewarding and meeting new people is exciting. The pieces for fun is definitively present and it is something you don’t get to do everyday!

I learn something valuable every jam! Not every part of a jam is equally fun, like bugs and cutting your favorite features, but those parts are usually very educational. Experience is something that you cannot think or read yourself to. Actually making games, make you better at making games! Positive feedback loop? Great! It is also the number one tip I have for anyone wanting to make games or get better at making games: start making them! I also believe that jams are a way to expand ones portfolio.

In conclusion, I like jams, as they are a fun way to hone skills, test out strange ideas and see what other people come up with. Global Game Jam is once a year usually at the end of January. There are other jams going on as well, like Ludum Dare, that is only over internet. So go jam, it’s good for you.