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)
No images today, just wanted to get everything I've done written down somewhere.
So far, I've finished:
I just need the remaining things for final delivery:
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.
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!
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
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!:
There is now only a few things left to do:
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
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.
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
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.
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!
Got the net working so a little video to show how it works
Still needs lots of work
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
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.