Game
FinLab

2 months ago

🧪Testing a new feature, tank temps! Fish now have a desired temp range. This is user controlled but a) the more extreme the more expensive the daily bill is, and b) it will slowly drift to the environmental neutral (affected by season and weather).




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I've been brainstorming different collectible ideas, and my partner had the stupidest idea. Pineapples. So I modeled this pineapple in Blender (took way longer than anticipated).

Working on some game juice and the new "special" block

Sorry for the spam lol but one more thing, snow visuals are improved. Including a slight frosted glass effect and way more dense snow. Winters are very snowy in FinLab! Snowstorms can last days.

A prototype of my 3D collectathon concept. Very very early development. It's about being a 2D character in a 3D world. A strange blend of A Hat in Time/Banjo Kazooie/SM64, and Paper Mario.

Macroquad's 3D is actually a lot more in depth than I thought, my first impressions are pretty good.

Incredibly rough proof of concept for a racing minigame (Chao garden-like). I'm prototyping seasonal minigames which may net you unique rewards. Breeding also matters a lot here, higher breeding level = faster fish. Made in about 2 hours.

Super cool new feature! 🧪

I had to make a tool to rapidly design levels, ended up creating a fairly intuitive level editing system, might ship it with the game as an actual feature.

I have released a major update for my fish simulation/tycoon game FinLab! It includes a deep breeding system, a time of day, yearly calendar, holidays, and more. It's out now for free on WebGL!

I've been tinkering with a spherical Minecraft-like voxel toy. Makes me want to make a small game with this tech. More info below.

Working on a breeding mechanic. You might be able to breed egg specific mutations that can benefit or harm your fish. Some are visual only such as markings on the fish, but other factors are things such as social level, rarity, required water and temps.