Submissions from 2024-04-05 to 2024-04-06 (27 total)

Hello! I did a lot today!
So much that I can't remember it all actually, but I'll try to go through the ones I can remember.
In the little sub-menus, I added a mouse cursor you can move around to select stuff with, the order viewer finally lets you view the order, and I added a bag infront of the window where you will put orders, also made the sky outside change from night to day cuz why not :)

(Plus a ton of bug fixes, especially with that darned cursor)

(Also yes, I know the music is too loud lol)

hooray.mp415mb
11 downloads

No images today, just wanted to get everything I've done written down somewhere.

So far, I've finished:

  • movement
  • parallax background that moves faster or slower based on difficulty/time the stage goes on/if the player gets hit)
  • obstacles the player can get hit by moving across the screen
  • HP and a death state/game over
  • a pause menu by pressing P
  • dash button that gives i-frames
  • a timer and scoring system based on distance (can be faster or slower depending on # of objects hit)
  • main menu
  • multiple difficulties

I just need the remaining things for final delivery:

  • a save system to display highest time and score
  • implement sound effects
  • replace copyrighted music I'm using
  • new sprites for the UI and new font for text (debating on if I should use comic sans or not...)
  • possibly cool lighting effects
  • some initial playtesting

I mostly just did models today cause their also important,
I got like remote stations breaking down and the little game to repare them inplmented.
But most importantly,, you can buy stuff with you money that u earn
Tomorrow is my last full day of working on it but hey, I am more using this gamejam to force myself to make a game that i have wanted to try to make for like a month or so, so aslong as i get a vertical slice done ill be hapy with myself.
This is a test my power type thing.

2024-04-05 22-49-48.mp442mb
4 downloads

Firstly I added quite a bit of particles to the game, still needs some woek but it looks pretty good so far. Also I finally got round to making the boss!! I think it's pretty decent. Nothing too great but it is a bit challenging (Either that or I'm just bad) For the boss i haven't done sounds which is for tomorrow because I am tired. See y'all!

2024-04-06 18-02-18.mkv5mb
4 downloads

I think I got a pretty good amount of work done today!
I made a title screen and info screen for the game, and found the Sokpop font (Mini Waku Waku) which looks super good in my game
I also added score counters, a transition, and made somewhat of a gameloop, even if it's still missing stuff right now. Super proud of how this game looks and I'm really excited to try and get a fish AI working for singleplayer

(6mb)

Hello again everyone! I'm pleased to announce that I managed to get substantial progress done of Shotgun Goldfish today!

Here is what got done!:

  1. All five levels finished beyond some minor adjustments that will come with extra playtesting
  2. ending cutscene and credits done

There is now only a few things left to do:

  1. images for the main menu/options screens
  2. some sound tuning to make things more/less loud
  3. adding the death count to the end of credits screen
  4. more music!
  5. overall polish

Friday night was kinda tight, i had less time to work on this, including this log, so I'll keep it short. I still managed to hit some of my to do list though and game's looking better now too. Tomorrow I'll include a great idea from a comment about arrow icon. Thanks for all your suggestions!

Today's progress:
☑ Game menu
☑ Small UI changes
☑ Music & SFX
☑ Background
☑ Animations

To Do:
☐ Arrow Icons
☐ Tutorials, Credits
☐ Upload to Itch
☐ Design game page

(2mb)

I'm finally showing some of my gameplay, basically, you move by moving the mouse, its kind of based on games like getting over it and a difficult game about climbing. This is just a small look at it, I have a lot more content, but this is the basic idea.

It's also very physics based, its filled with objects you can just push around and stuff. Also planning to add more sounds later.

FishGameplay.mp414mb
14 downloads

Today I focused mostly on tidying up the little annoyances in the codebase, tweaking values and tuning things up a little...

I playtested it quite a bit too and noticed while I was happy and proud that "I did this", it wasn't overly gripping me. It needed something to give the player consequences to make them rush to grab the food before the other fish did.

As the fish eats, it gets bigger but then I thought the players fish will just get infinitely bigger and breaks the game. I decided to add a max scaling size as well as a scale degradation system.

Each frame, the scale of the fish reduces, so the player is constantly battling with their need to eat the fish food as well as the other fish.

As they grow in size, the fish will now "evolve" through the stages of colours, from a blue fish, to green, to yellow, to red to black (The Final Form). The black fish rules the seas and you feel pretty powerful when you're in the blackfish form.

My second playtest build is available to play on itch.io

https://minoda.itch.io/feeding-frenzy

Hi, currently not much to tell.
Im fighting with linear algebra to move my fish,
while fixing bugs during process.

Here goes something that someone could call gameplay.

To do list:
repeatable horizon,
jumping out of water,
waterfalls,
sprites for everything xD,
distance gauge.

Most of the time spent on debugging custom engine x /

Unfortunately, the week was busier than expected so I decided to make a simple concept and try a bit of pixel art. It's basically a game of green light red light, playing a koi carp hiding from a hungry cat, using the scenery in the pond.

😪😴

Salomon - Game3 - WebGL - Unity 2022.3.5f1_ _DX11_ 2024-04-02 14-55-01.mp426mb
15 downloads

I'm ending my day 4. Today I did few tuning regarding map esthetics, modified few sprites, added some decoration and animation, including "bubbles" animation for the player.

Originally, the game had no lives—if an enemy hit you, it was game over. To make things more forgiving, I introduced a life system. Players now have a chance to recover after taking damage.

Health is now part of the game. I placed “corals” on the map where players can heal, with an animation, hopefully making it clear where you can rejuvenate.

Also added a very very simple start and end screen :)

Finished the 2nd Level onto the last level!

(8mb)

Got the net working so a little video to show how it works

Still needs lots of work

2024-04-05 15-39-06.mkv21mb
4 downloads
  • Added font Spinstee for the game title
  • Added Jellyfish, with a shader to make it wiggle
  • Added shader for better whale iframe animation
  • Added acceleration and deceleration to player movement
(5mb)
(1mb)

Progress

  • Added store

Can't get much done today, a family event was happening.

added bombs. yeah, bubble bombs. super epic stuff. also room generation which was cool. found out you can duplicate the player without any(major) bugs, so that's cool :)
i would post some screenshots but im frankly too lazy to turn them to pngs, just trust me, the bubble bombs are awesome.

Level design play test

(6mb)

I'm late to starting my fishfest game, but I finally have a pretty solid idea for what I'm doing. Here's a screenshot of my very basic interface so far.

My goal for today is to finish my design doc as there's a few functionality and code questions I need to answer, and then hopefully get the fish movement working.