Game
FinLab
5 months ago

FinLab 1.2.0 - A small content update + important announcement! Read below:


This update aims to add some QOL and some minor content.

New:

  • Fish Racing, race against 3 other fish to earn sea dollars with different ranks with more challenge

  • Spend sea dollars with random novelty rubber duck decor, from pirateducks, to mageducks

  • Time functionality, time control has 3 states now, play -> speed up -> pause

  • In-game in-universe wiki, explains some lesser known parts of the game and allows you to view a page on everything in the game (accessible with the encyclopedia), includes forward and back buttons + hyperlinks

  • The new catfish, an early game variant of the foxfish, unlockable by deep diving into the wiki. It's a small pink fish with pink ears and a large pink and white tail.

Fixes:

  • Removed gene previews on fish slots due to a technical limitation

Changes:

  • Added a minigame manager which allows you to pick a fish and a rank, and also spend sea shells

  • Minigame ranks (except shimmer), the catfish, and all ducks contribute to 100%

  • On the backend I can now do memory saves rather than API saves, this is used when switching scenes

  • Added a simple race track river scene

  • Added a new race song to the soundtrack

Now time for the important announcement:

This is most likely going to be the last content update for a while, it was just minor additions. I'm still going to be fixing bugs here and there, but development is going to slow. I'm planning to work on my next game. FinLab was a lot of fun! It had my longest development cycle out of any of my games (started in late September, and as of writing this it is October 29th). I'm super happy with my work. I consider FinLab feature complete now. I'm super happy for the engagement and support this got! I'm really hoping you all continue to enjoy FinLab and enjoy my future games. <3



0 comments

Loading...

Next up

Remade the weird sky in Unity. I had to make the sun a physical 3D object with CPU code not GPU which is more expensive, but other than that it's all GPU (including sun rotation and pulsing)

And we have ground aquatic animals! In this case I modeled a cute trilobite (which is funny because atm it's the only real animal in the game lol). This could easily extend to crabs or slugs/snails. Their behavior isn't that complex though.

Smaller fish pack, contains the mummyfish and the anubisfish, + a new water + a pyramid decor + a new theme.

Played around with a bit polish, it's pretty much done other than maybe some camera tweaking. I improved wall jump a lot (zeroing movement, animations, actually visually sticking to walls), and some particle magic. I want to zoom out the cam a tad.

Did this circle fade thingy, which also makes respawn feel a lot better (although I may replace this with a button)

Working on post-game content. After completing post game content you'll be able to unlock ultra rare content, such as this new water type and it's prehistoric aquatics.

Experimenting with bigger tank sizes, it will allow more fish, more decoration, and new leviathan class fish, such as this new species D0LPH1N_ALPHA_V3. Of course it will come with a heavy price.

Working on Mario 64 style slopes. Would love to make slide levels. But I noticed my movement felt like crap when actually platforming. Time to fix that! Subtle changes so far. Also testing speeding up as a separate keybind than bound to spin.

🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡🤡

Went on a really big side quest today with audio, but audio is fine for now. I have decided to give my core mechanic a little experiment. So I've been setting up the systems for it. Portals felt right.