Next up
Added a little gizmo that shows the ball's gravity XYZ. But more importantly, the pathing goes absolutely wild with this gravity. I love it.
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.
Working on making an elevation view, camera stuff, and different clubs. Very inspired by Mario Golf, and also just golfing games in general.
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.
Sorry for the spam lol but one more thing, snow visuals are improved. Including a slight frosted glass effect and way more dense snow. Winters are very snowy in FinLab! Snowstorms can last days.
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:
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.
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.










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