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I ended up really disliking my road trip game, so I'm experimenting some more. Cooked a quick A* implementation, it's such a pain to set up but it's much nicer than Unity NavMesh. (It mostly works :P)
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.
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!
After banging my head against a wall basically day, I got it to an acceptable state. I've been laughing so hard the past half an hour because of the craziness this can produce.
Working on making an elevation view, camera stuff, and different clubs. Very inspired by Mario Golf, and also just golfing games in general.
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.
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.
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.
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.
Actually got my A* working and optimized. It's not my first time coding A*, but it's still a really neat algorithm.












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