Well,
I lost my dayjob,,,
So I guess I must finally stop procrastinating lmao
Set up the Git for the 3D refactor and downloaded some temp assets
Well,
I lost my dayjob,,,
So I guess I must finally stop procrastinating lmao
Set up the Git for the 3D refactor and downloaded some temp assets
The refactoring of the prototype has turned into a bit of a remake. Which isn't surprising (I always knew I was gonna have to scrap a lot of the code) but nonetheless
๐ฎโ๐จ๐ฎโ๐จ๐ฎโ๐จ
Evil,,,grandpa
Working on an unrelated thing for a little bit, hopefully will learn some stuff that I can apply to Fishgame after
This camera thing is becoming immensely frustrating, 17 day old thread on the developer forums and precisely no answers lmao.
Might just have to nuke Picture in Picture if it's gonna be like this!
Fixed a couple bugs, added some new VFX
fuckin,,,made an account on a forum in Year of Our Lord 2025 to try and solicit help for my subviewport issues
Got a quick 3D scene with a little character controller into the project but having it be where the project lands is gonna require big refactor
videogammmmeeee why you gotta do me like this!!!
Removed the "Window" for a Subviewport rendered scene and getting all kinds of weird camera zoom/resolution errors.
Maybe better to stick with the devil I know for now
forgot to mention I would be out of town for a week so obviously 0 fish updates
lol
lmao
Adding some more UI hookup, and a little bit of extra affordances during the reeling action (secretly, if you are near the end of your line, your pull strength increases, I want it to feel like you're having a tense battle in a high stakes situation)
Got a new playtester checking fish game out tonighttttt
Some of the new icons in motion
Added some temp graphics when you spread Fish flakes on a particular cell
A few more temp UI elements to try and keep the player's focus as centred as possible while doing fishing stuff
Little thing I finally got around to but there's an animated "keysmash" graphic when the fish is in it's tired phase to encourage the kind of push and pull relationship I'm looking for, which wasn't super clearly explained before
Cleaned up some scripts, deleted a bunch of now obsolete objects and scenes, started a task board.
Trying to update the flow to avoid using the Godot "Window" screen type, it has a lot of baggage I don't want in being a small square window of the fishing scene
Finally Finished A Large Work Deliverable(tm)
It's admittedly been a challenge to get back into the groove, so I'm starting a task board
Trying to gauge if declaring array variables is treating them as references or creating new instances of data is making me just do every permutation if "IF I DO X DOES Y HAPPEN"
ONE month of not looking at my code
*Dusting myself off*
Twas a good break but it is time to return to the fish
Right after I clock in all this overtime
Any day now
Okay I was up till 4am finishing BG3 last night the break is almost over the fish gaming will commence*
*I am doing a lot of overtime at work and the fish gaming may only commence after that is complete as well
Oops ended up taking vacation in April.
But the time is ending
And by vacation I mean I started Baldur's Gate 3 again for some reason
Gonna ride this hyperfocus wave out but then it's back to the grind. The Fish Grind. The Frind
I'm not too proud to admit that trying to complete all the challenges in Nubby's Number Factory has had a negative impact on productivity this weekend
Also if the save is detected on launch you can skip the intro! There's an "Exit" button to get out of Fish screen. Also (I cheated to demo) you can see I've updated the win screen a bit to show off the map and to indicate the number of days your victory took!
Sleep Button now lets you jump ahead to the next day (and the drop). Also, you'll note you can nuke your save in the first zone!
Looking for brave jamers who want to try my EXTREMELY PROTOTYPE-Y PROTOTYPE
hmu and I will send you a shady link to a zip file ๐
This was NOT as hard as I was worried it was going to be
So now there's a save system! And a couple minor UX adjustments
Let us explore,,,,save system
Had someone new playtest the game!
They started to get pretty frustrated with some aspects of it, but it was super valuable to get some fresh eyes on it, and the changes I made to accommodate their assumptions/wants for the game overall feel really good and they started to have a much better time
I've somehow really done something to my wrist and typing for extended periods is uncomfortable! But we still managed to get some fixes in today!
Fixed an infinite flake bug (gotta sort out what items are getting & appended to them like &"string")
Cleanup of the quest fish
Added some helper text