Next up
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FinLab 1.1.0 (Time & Temp) is here! This update brings a more mechanically deep experience, changes to the core loop, some fixes/changes + some more fish and decor, there is a LOT so here is the full changelog below:
No longer forcing 4:3. Also added this jump particle. Also didn't mention this in the last post, but the outline is procedural, so it works on custom characters too.
Experimenting more with the level theme, thinking about this neon bioluminescent-esque theme, rather than dark/gritty/industrial like I was thinking.
There's also going to be a few new decor objects and a few new fish in this update! Probably won't go overboard but I still have some ideas.
I spent a couple days experimenting with the main loop, none of it really stuck, but I finally found a direction I want to take this game. Anyways the water level is starting to look like an actual level.
Been running some art style experiments. I kinda wanted the sprites to pop a bit more and blend easier, as well as going back to my original vision for the game. So trying 4:3 + CRT shader + some pixelization + sprite outlines. I need to test it on Linux.
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.
Steam Deck! Running on the LCD model but should run on the OLED just fine.
With my fake internet wiki, I added a joke fish called the "catfish". It's an early game variant of the foxfish unlocked with a semi-secret through the internet. It does count for 100%. This is something sick me at 2AM thought of.










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