Nicely polished, Really satisfying gameplay until you lose and then it's frustrating. I got the hang of it and got quite far, I thought, then suddenly there was a super short timer, I had to move 5 items over, the alarm started playing and I had to start over. I don't know if I got very far in the game.
The physics-based gameplay is unique and really well polished considering how different it is. And having fruit go flying everywhere is funny.
In future I would prefer a web version.
Anyway, good game and well done!
Viewing post in Fruitstration jam comments
You reached the last order! THAT'S AWESOME! :) That specific order is "quite easy" if you already know that you just need to drag the fruits without cutting... however, you need to be careful not to hit each other and drop them from the table while dragging!
Thank you very much for taking the time to play that far into the game! I'm so happy about it :)
I'm using the new Geometry Script (https://docs.unrealengine.com/5.0/en-US/geometry-script-users-guide/) from Epic Games that was introduced in Unreal 5. The add-on enables all kinds of procedural stuff in real time. It's crazy! However still in beta. I faced some issues/bugs during development but managed to overcome them.
For the "3D textures" I did a little shader that samples the local position of the pixel in relation to the center of the rendered object and, with a little bit of vector math, I sample an inner fruit texture that I have for the inside. It's not perfect (it might give some repeating artifacts), but it works. So, for each fruit, I have a material for the "outer shell" and another one that I assign to the "procedural cut" for the inner part.
Here is how the inner texture looks with the expected "mapped mesh":