Next up
🌀🚰🫧
This is so fun 🛝
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%
Actually got my A* working and optimized. It's not my first time coding A*, but it's still a really neat algorithm.
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.
🧪Testing a new feature, tank temps! Fish now have a desired temp range. This is user controlled but a) the more extreme the more expensive the daily bill is, and b) it will slowly drift to the environmental neutral (affected by season and weather).
Working on music and some background flair for my level in my game. In this level you explore underwater domes and glass pipes on the sea floor, with a neon bioluminescent aesthetic.
Steam Deck! Running on the LCD model but should run on the OLED just fine.
I spent a couple days experimenting with the main loop, none of it really stuck, but I finally found a direction I want to take this game. Anyways the water level is starting to look like an actual level.
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)













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