New Fish, Balance, Polish

I’m still chipping away at this project. The time has come where I really need to buckle down and balance everything. All eight fish species, rods, lines, and reels need to make sense in relation to each other, which is easier said than done. Especially when just about everything changes depending on the age and size of the fish.

Getting the fish movement feeling right has also been quite a challenge. I’ve been revamping the animation controller so it’s much smoother and reacts properly to the fish’s speed. It makes a huge difference to the look and feel of the fight.

I’ve also been doing a bit more 3D work. I’ve finished a 4.8m centre console tinny along with a fully rigged coral trout. I’m pretty proud of both models. They’re not perfect, but they absolutely pass the test and help push the game closer to the vision I have for it. It also means the Whitsunday level (now called Pioneer Islands) is far more interesting to explore and play.

I’ve finally made a dedicated test level to stop myself aimlessly driving the boat around and casting at “surely this will crash” spots. It’ll make testing new features and mechanics a whole lot faster.

The next few months will definitely be focused on gameplay. Up next is adding more 3D “life” around the fish and lures, including wear, tear, and improved visual quality. We also now have a tide system, along with the beginnings of personal bests, achievements, and tournaments.

Those features will push us dangerously close to an Early Access release… but let’s not get ahead of ourselves.


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