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Prototype gameplay styles and figure out the best for our game Fishing rod artwork Catching minigame Work out how items will be given Fish
- Define items
Detecting water before throwing a line Throwing a line
HUD: Displaying caught fish HUD: Visual cues for when a fish is nibbling on the bait Fish AI: Follow bobber/bait Fish AI: Wander Fish AI: Nibble on bait Fish AI: Scare away HUD: Catching fish line tension display Fish AI: Polishing fish AI animations Alter gameplay from a 2D minigame to a 3D minigame. Decided to make fishing entirely take place in the game world space with minimal to no HUD. Skill lies in knowing when the fish is going to take the bait in full (with visual cues), timing the reel, and fighting the reeling of the fish Gameplay: Figure out best way to display fish about to be hooked Gameplay: Casting line out on to water Gameplay: Base gameplay state system Gameplay: Bobber logic and being able to move the bobber around Gameplay: Fish appear around the bobber Gameplay: Catching fish (struggle minigame) Gameplay: Caught fish! (display to other players result, show on HUD, play third person animations, etc) Gameplay: Fish swam away (failed to catch the fish) Gameplay: Bait system (different bait effects difficulty and type of fish you can get) Gameplay: Fishing rod (left click cast, right click to cancel) Third person animations Implementing third person animations First person fishing rod animations (first pass) First person fishing rod animations (final pass) Fishing water volume Fishing item award backend (the system that gives you the fish items)
- Basic fish AI for Condo aquariums
Fish animations Fishing book: Establish the requirements of the fishing book. This book contains a list of fish you can get during fishing and tracks your progress of what fish you have caught already Fishing book: Fish info manifest Fishing book: Tracking progress
- Fishing book: Unlocking additional fish info