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












2 comments