Nice! When I saw the glowy ghost, the fish and the nighttime, I thought that for sure the ghost would attract the fish with its light and make them approach the raft so they could be fished by the character. I was then surprised when I saw the possession mechanic, it seems too easy to me (maybe that will change) But luring the fish to the raft and then having a fishing minigame seems more active for the player (also fits better with the "lure" part of the title)
Very awesome that you brought up this idea, I’ve been thinking of having different fish react differently to you, with some not being able to possess but that follow you around like you’re saying. Love the concept!
the idea is really cool, haven't seen anything like it before, good art style too! Maybe you should add some type of minigame for the possession of the fish, that would add some sort of challenge when possessing them, with different levels of difficulty for different fish and etc.
Awesome video! The game is look super kool. Really like the art style of your game. Also the gameplay seems fun and unique to me. Looking forward to your next devlog. Keep it up! :)
Yay, another devlog to add to my playlist of devlogs. Looking forward to seeing more. I play a ton of cozy games on my SteamDeck. So proper support on the device would be amazing.
Nice devlog. Regarding the "is controlled" flag, this seems like a good place for the Strategy pattern, should you decide that the fish movement should be more extensible. Cheers!
Oooo I think its coming along really well! Maybe as the player are gets bigger as a challenge for the possessed fish to get back to the raft, you could have little whirl pools spawn in that would throw the player off course and stun them for a bit, or they will just have to avoid entirely otherwise they lose possession? The whirlpools would only spawn when the play area is quite bit and they will spawn randomly around the play area as well as have different sizes, different time the whirl pools are active etc! Just throwing ideas out there! You could have different sized fish (different species) generally have the smaller fish harder to catch (so more jitter and speed) and have bigger fish slower to control and a bit more difficult to control the direction they go in? This could also give you the opportunity to maybe have some upgrade of some sort that encourages the player the upgrade their connection to bigger fish or something so that the more upgrades they have of the connection the easier it is to control fish? I'm really enjoying watching your progress!
This is fantastic feedback! I really like your suggestion on the whirlpool idea as a later obstacle once the area is a bit bigger, and I think there is a lot of potential with the types of fish that the player will be able to catch. Thank you for the feedback and support, hope you'll like the progress down the road!
That's a lovely concept. Fish generally move in a "bullet-style" way tho. Going always forward and turning at an angle (which could be changed with jitter). And I wonder if making both fish and ghost (not the one on the raft) behave like bullets would make the game more fun to control ? For example, you could force the speed of the ghost (going slow at the beginning then increasing for a little bit of challenge and disappearing if too far from the raft)... Just some random ideas ^^
You could add a system of predation also ;) When you possess a fish, this fish could become the prey of others, terminating the possession also, like rocks when eaten.
I've been thinking a lot about the anti-pawning zones you created. At first glance, I like the organization of all of those pieces in the same folder within your main scene. However, it looks like this could be messy if the game were to ever grow at a larger scale as every time you move an asset you would also have to find its corresponding anti-fish spawning zone and move that too. Wouldn't it be better to create a base model that included a dynamically changeable zone with a exported radius variable that can be changed in the inspector, and then have each asset you build be built off of that dynamic anti-fish zone base node? Then, the anti-spawning zone would be an inherited base for each asset and follow that asset wherever you move it by default.
Hi there, I'm Michael! I love this game's art style and I think the idea is pretty unique. I also appreciate your 'functionality over form' approach - that's a philosophy I like to follow too. Although I do enjoy having some art assets in the game already like you have. SELF-PROMOTION TIME: If you're looking for music for the game, I'm a video game composer. If you're interested, I'd love to chat!
Happy to see a dev selecting godot engine
Awesome first DevLog! The game looks also great!
Very good video. Hope you will get more subscribers and likes.
Congrats on the first devlog. Looks like a great start. Keep it up!
Nice!
When I saw the glowy ghost, the fish and the nighttime, I thought that for sure the ghost would attract the fish with its light and make them approach the raft so they could be fished by the character. I was then surprised when I saw the possession mechanic, it seems too easy to me (maybe that will change) But luring the fish to the raft and then having a fishing minigame seems more active for the player (also fits better with the "lure" part of the title)
Very awesome that you brought up this idea, I’ve been thinking of having different fish react differently to you, with some not being able to possess but that follow you around like you’re saying. Love the concept!
the idea is really cool, haven't seen anything like it before, good art style too! Maybe you should add some type of minigame for the possession of the fish, that would add some sort of challenge when possessing them, with different levels of difficulty for different fish and etc.
This is actually something I’ve been wanting to experiment with, hopefully I’ll have some tests done soon to show for some feedback on it!
This is pretty cool and I feel like a project like this is perfect for someone that is just getting into game dev
Awesome video! The game is look super kool. Really like the art style of your game. Also the gameplay seems fun and unique to me. Looking forward to your next devlog. Keep it up! :)
Yay, another devlog to add to my playlist of devlogs. Looking forward to seeing more. I play a ton of cozy games on my SteamDeck. So proper support on the device would be amazing.
I definitely plan too, most of my gaming has moved to the Steam Deck so it is absolutely a priority for me to get it playing smoothly on it
Nice devlog. Regarding the "is controlled" flag, this seems like a good place for the Strategy pattern, should you decide that the fish movement should be more extensible. Cheers!
Oooo I think its coming along really well! Maybe as the player are gets bigger as a challenge for the possessed fish to get back to the raft, you could have little whirl pools spawn in that would throw the player off course and stun them for a bit, or they will just have to avoid entirely otherwise they lose possession? The whirlpools would only spawn when the play area is quite bit and they will spawn randomly around the play area as well as have different sizes, different time the whirl pools are active etc! Just throwing ideas out there!
You could have different sized fish (different species) generally have the smaller fish harder to catch (so more jitter and speed) and have bigger fish slower to control and a bit more difficult to control the direction they go in? This could also give you the opportunity to maybe have some upgrade of some sort that encourages the player the upgrade their connection to bigger fish or something so that the more upgrades they have of the connection the easier it is to control fish?
I'm really enjoying watching your progress!
This is fantastic feedback! I really like your suggestion on the whirlpool idea as a later obstacle once the area is a bit bigger, and I think there is a lot of potential with the types of fish that the player will be able to catch. Thank you for the feedback and support, hope you'll like the progress down the road!
Made my evening!!!! Looks great :)
imma comment to help push this video out to the algorithm. The game is looking great, good luck!
Always appreciated, thank you!
That's a lovely concept. Fish generally move in a "bullet-style" way tho. Going always forward and turning at an angle (which could be changed with jitter). And I wonder if making both fish and ghost (not the one on the raft) behave like bullets would make the game more fun to control ? For example, you could force the speed of the ghost (going slow at the beginning then increasing for a little bit of challenge and disappearing if too far from the raft)... Just some random ideas ^^
You could add a system of predation also ;) When you possess a fish, this fish could become the prey of others, terminating the possession also, like rocks when eaten.
I've been thinking a lot about the anti-pawning zones you created. At first glance, I like the organization of all of those pieces in the same folder within your main scene. However, it looks like this could be messy if the game were to ever grow at a larger scale as every time you move an asset you would also have to find its corresponding anti-fish spawning zone and move that too. Wouldn't it be better to create a base model that included a dynamically changeable zone with a exported radius variable that can be changed in the inspector, and then have each asset you build be built off of that dynamic anti-fish zone base node? Then, the anti-spawning zone would be an inherited base for each asset and follow that asset wherever you move it by default.
Hi there, I'm Michael! I love this game's art style and I think the idea is pretty unique. I also appreciate your 'functionality over form' approach - that's a philosophy I like to follow too. Although I do enjoy having some art assets in the game already like you have.
SELF-PROMOTION TIME:
If you're looking for music for the game, I'm a video game composer. If you're interested, I'd love to chat!
cute game