Posted April 08, 2025 by Sanni
Thanks for following along in this game design adventure. Here's what I worked on recently:
I explored RStudio and Desmos to visualize a probability curve for how long a player waits before a fish is hooked. This was based on a mechanic inspired by WEBFISHING, where casting triggers a series of randomized checks:
cast_value
is randomized between 0.0
and 1.0
.seconds_to_wait
value is randomized between 2.5
and 4.0
, then a countdown coroutine starts.hook_check
value is randomized from 0.0
to 0.1
.
hook_check <= cast_value
, the fish is hooked.seconds_to_wait
is randomized again, and cast_value
increases by 1.50
.All this just for the waiting time before the actual "hook"! I went deep into back-and-forths with ChatGPT, trying different formulas to balance the feature — just this one mechanic took a lot of time.
This took a long time and it made me realize something.
I started to see the problem:
I was spending too much time fine-tuning a small feature — for a prototype. This wasn’t the MVP yet.
Balancing should happen later, when the systems are more defined. So I made a decision:
“Ship the prototype first. Balance later.”
See you in the next devlog — where I’ll share what I did after that.
Thanks for reading!