New models were only part of the work. We wanted the garden to respond to what was happening. One of the early steps was gradual channel filling. In 3D, water moves from inlet to outlet, follows bends and splits at junctions.
Flowers needed a more visible response too. Plants that need watering are marked with a drop and soft rings. When water reaches a target, the bud opens with sparks and particles. This also makes puzzle targets easier to distinguish from decorative flowers.
Tiny inhabitants then joined the 3D gardens. Scarabs crawl across free tiles in the desert, while hermit crabs hide in the Water Garden. Small fish swim in decorative ponds, leaving ripples behind them. Some leaves briefly shake as though something has stirred inside.
The cloud gained breathing, blinking and a little sneeze. It reacts happily to a newly watered flower and briefly looks sad when a run reaches no new targets. These touches give the garden character, while the player's decisions still determine the route and water use.
Game page: Garden by the Drop
