yeah I will add some basic UI for sensitivity and quitting soon, thank you for playing :)
Recent community posts
Hey all, I just realized that I had comments turned off by accident, meaning I missed a chance to get feedback from a large amount of players and supporters :(. If you see this and played the game, please leave a message. It means a lot! And donate if you can, as it is helping me to justify spending more time on this :)
I finally cracked the Soft Landscapes color code.
It was tricky to combine paralax, color blending, gradual color change, deterministic randomness... but I did it this morning.
Since the change is gradual, I make a quick hack that can skip 100 levels at a time, this is the result of that
next step I want to add some fog. I did this small experiment last night when I had completely given up on color (couldn't get them to work)
Fog and maybe an overall very light gradient, as well as prevention from too dark colors, are next up.
The water will either be it's own version of this algorithm, or a continuation.. I'm not sure yet
the fish is still placeholder. The fisher is a free 3d animated model that I found somewhere, with a free fishing animation, and I hope to find a free (or cheap) 3D fish that I can use in the same way.
I have a list of easter eggs in my mind, like level 3254 there would be 20 fishes (but as soon as you get one you advance), and in another level the fish could swing around violently...
Been working on the background generation. It's impossible to get the exact "Soft landscapes" effect with paralax, but I think I can come close.
It will take several passes/reworks to get the feel that I want, but here's how it looks after the first try.
The mountains are deterministic, meaning that I can go from level 1 to 100, take a screenshot, kill the app/stop playing and it will load up level 100 looking the same (not based on any save data other than the number 100). That took a while to wrap my head around (especially with paralax, guuuuh) but it's in now.
Current issue is that the random functions aren't cross platform deterministic. Trying to find a way around that.
I'm making a mobile game as a tribute to Desert Golfing (mobile game) and Soft Landscapes (Twitter art bot).
Desert Golfing: http://desertgolfing.captain-games.com/
Soft Landscapes: https://twitter.com/softlandscapes
I created this sketch on Oct. 17
I started working on it on Oct. 19, and wanted to test out rope physics and buoyancy. Was super happy with the results, and have been obsessing over the wave generator since. It's an interesting problem, especially since I need to be able to deterministically load any level, but I don't want it to be repetitive.
I really want to do something small, but very polished.
Here's what it looks like after a week of after-hours-ing:
- soft landscape background
- similar but less invasive water background
- UI (pretty minimal but still)
- persistence (should also be easy)
- polish effects: boat rocking during transition, waves behind boat, ...
- sound & music
Some ideas I have:
- everything besides the core game should be somewhat hidden
- 2 player mode (2 boats opposite, left/right hand of screen controls player, there's 1 fish...)
- Secret fishes/jellyfishes/objects that are collectible and will show as little icons in the border, but can also be missed and will never return ;)
- Game Center/high scores at 1000 (like desert golfing)