Game
FinLab
3 months ago

Even though I've been programming for years, sometimes computers confuse me. Just found the weirdest bug fix in a while.




1 comment

Loading...

Next up

I didn't like my game idea, so I decided to do some project necromancy. I'm remaking my non-euclidean minigolf game as a planetary gravity shifting full sized golf game. Working on fundamentals before working on the gravity. It's easier to make 2D first.

When an egg is active, it will be placed in the tank. You can get a ton of interesting colors based on your fish species!

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:

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!

Harvested the black hole shader from my prototype, one of my favorite shaders. It's both mesmerizing and terrifying (fairly simple too).

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 went off the radar recently because I sorta burnt out on the collectathon. I've been working on a smaller game concept. I've kept it pretty silent because I'm not sure it'll work. It's a long distance road trip simulator game where you deliver packages.

Doing this silly feature to go along with my Y2K aesthetic. I'm making a fake internet for the game that also serves as an in-universe guide. The writing is terrible, I binged this feature in like 2 hours with the stomach flu.

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.

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.