Next up
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.
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.
Working on making an elevation view, camera stuff, and different clubs. Very inspired by Mario Golf, and also just golfing games in general.
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.
By winning races, you will earn a new currency called sea dollars. You can spend this currency to unlock a random novelty duck (no duplicates). These are new decor items that count to 100%
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.
Actually got my A* working and optimized. It's not my first time coding A*, but it's still a really neat algorithm.
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!
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!










1 comment