Two Fish Forward, One Shoe back
Author: indiefoldcreator
Date:
Mon, 01 Apr 2024
Game: See Ya Later!
Genre:
Adventure, Indie, RPG, Simulation, Early Access
Developer: Mike Krow
Release Date: Mon, 21 Nov 2022
Developer: Mike Krow
Release Date: Mon, 21 Nov 2022
Hows it going everyone? It’s time for a monthly update. This month has been a bit more frustrating than the past two sad to say. I tried to focus on getting the fishing part of the game done. At first I found a lot of difficulty with just getting the basic level setup in Godot... Then had some set backs. The hook and fish interaction initially had some crazy results.
*an average interaction while fishing
Thankfully I was able to find out the issue was caused by constant collision between the hook and fish.
Another breakthrough and pain point was figuring out a way to create separate. ponds that I can track and the player can interact. As in the original each pond with be its own and you can add fish and take away fish from each. Creating these ponds would cause a long freeze while building the initial map but after a couple of days of tweaking and experimenting I was able to get rid of this delay.
*each pond is its own pool of fish.
*it would take up to 3 minutes to build the initial map.
Eventually I got a pretty decent version running. It needs to be tuned a little so catching fish is a little easier but overall its not bad.
*We’re getting there.
But now for some bad news. I have ended up taking out clothing for the time being. The way I am doing it is not working and its gotten more complicated with the fishing game. So for now I have to take them out.
Additionally I spent time updating the craft book more and creating a bit of a “Alien Language”. Not sure, what I’ll do exactly but it at least looks cool.
*Craftbook 2.0
Feels like less progress this month but still something got done. Despite this I did spend some time polishing, added random npcs and items as you walk, hunting for bugs. There is still a lot to do, sound, npc behaviors, achievements and the list goes on. But little by little we will get there. I got death figured out in the game too. Almost forgot to mention that but really who wants to think about death? So its best to save it for the end, just like in life. And on that note!
See Ya Later!
-Mike
*an average interaction while fishing
Thankfully I was able to find out the issue was caused by constant collision between the hook and fish.
Another breakthrough and pain point was figuring out a way to create separate. ponds that I can track and the player can interact. As in the original each pond with be its own and you can add fish and take away fish from each. Creating these ponds would cause a long freeze while building the initial map but after a couple of days of tweaking and experimenting I was able to get rid of this delay.
*each pond is its own pool of fish.
*it would take up to 3 minutes to build the initial map.
Eventually I got a pretty decent version running. It needs to be tuned a little so catching fish is a little easier but overall its not bad.
*We’re getting there.
But now for some bad news. I have ended up taking out clothing for the time being. The way I am doing it is not working and its gotten more complicated with the fishing game. So for now I have to take them out.
Additionally I spent time updating the craft book more and creating a bit of a “Alien Language”. Not sure, what I’ll do exactly but it at least looks cool.
*Craftbook 2.0
Feels like less progress this month but still something got done. Despite this I did spend some time polishing, added random npcs and items as you walk, hunting for bugs. There is still a lot to do, sound, npc behaviors, achievements and the list goes on. But little by little we will get there. I got death figured out in the game too. Almost forgot to mention that but really who wants to think about death? So its best to save it for the end, just like in life. And on that note!
See Ya Later!
-Mike
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