it_has_to_look_like_a_game
I could spend forever tuning physics engines. Add soft-body spring networks, start trying to add kinematics and moments for tumbling, add flow fields with perlin noise, use the geometry of the level to describe flow fields, blur the two, add more layers of pre-rendered physics, make things stretch more around corners and accross flow zones…
I noticed today that I could spent the rest of the month on this stuff. And I still need to make the levels and the nav and the little storyboard thing and the art and music. Enemies and hazards. So I had to stop making the physics today and decided to start expanding the scene manager and build a button class.

I made a dumb dumb dumb logo that I thought was sorta funny in pixelmator. WordArt graphic design is my passion style. but then I made an animated version of it in p5 that wobbles, which is better. I’m REALLLY going to be leaning on pixelation and shaders to make this thing shiny

Music: have some ideas for an extended ambient / instagambient modular synth jam that will sound underwater and stuff. I have been building my own reverb module that is waiting for December for me to finish - a little annoyed it is not ready for recording.