Next up
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.
I think I have a bit too much fun writing the wiki. Shoutout to the 5% of players that read all of this lol.
Finished up the update for my aquarium simulation game. Manage many different exotic and occult fish species in your own personal tank. It also includes a breeding and genetic system. Play for free on the web here at GameJolt!
Working on a new end game thing. Cosmic fish variants of all fish, only obtainable through breeding after 100%. Also added some animation/color to the gene menu.
Spent a few hours today remaking some Sims build mode functionality. Not really making a game with it atm, just a curiosity. Walls are unbelievably jank, but not bad for a couple hours. I'm mostly messing with the system in case I make something like it.
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.
Made it a rotatation hotkey and heavily simplifed the code, jank be gone. Feels pretty smooth now. This translates really well to controller too. Could be replaced by a button later.
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.
Experimenting with bigger tank sizes, it will allow more fish, more decoration, and new leviathan class fish, such as this new species D0LPH1N_ALPHA_V3. Of course it will come with a heavy price.
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.











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