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FinLab
4 months ago

🧪I am testing the concept of time and a more uncertain market. Non-free fish have fixed stock every day, and the market becomes more saturated when you output fish during the day (per species).




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merged my sims build mode thingy with my A* test. Really cool to see the two systems interact very well together. There's probably some edge cases but I'm pretty happy with this.

finally got the spherical gravity zones mostly working. They don't seem to work that well with non-putters, even putters arc very high. I've checked all my calculations nothing is wrong. At least there's no drifting anymore.

The post-game prehistoric pack is done, it still needs to be unlocked without cheats, but I'll get to that. Also might tweak the theme color a bit.

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.

Finished up my very primitive sims build/buy mode clone. Still a bit rough, a lot I could add/improve. But for a couple days of work, not bad. Would be awesome for some kind of management game. I had to refactor this like 5 times, it was awful.

WIP of a space pack (unrelated to the cosmic fish)

Working on the wall jank, they actually connect now, editor colors work correctly, camera has different angles and views. I'm calling it good enough for now. Reminds me of building random houses that make no logical sense in the sims as a kid.

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.

That's absolutely wild. 3 solo games and one collab later, here I am. Glad to make GameJolt my home!

I think I have a bit too much fun writing the wiki. Shoutout to the 5% of players that read all of this lol.