Meditative Fishing Game (Stylized Low Poly)

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  • GREETINGS, SCIRRA! A bit of time since I've posted here, took some time to grow my dev and art skills as well as working with preparatory year of music college but now i have finally gotten a nice concept which i understand fits my scope for first game project which my brother will be helping me out with. Here goes the dev log for it!

    Currently: Working rod casting physics, conceptualizing, and heading towards official look & feel.

    The Game (no official name yet)

    A meditative and relaxing experience based on catch and release shore fishing. The player finds him/herself in their own little chunk of island in which to cast their rods and simply fish. The principal goal of the game lays on completing your fish journal/log. As you progress better rods & gear will be available which will enhance the experience.

    Meditative and Relaxing

    We intent to create a pleasant game experience in which to unwind (pun intended) and immerse themselves in. A chill and zenlike game with relaxing visuals and audio. Game elements will also present philosophical and metaphoric aspects.

    Stylization and Minimalism

    Another core element of the development will be the implementation of minimalism in design to maintain fluent and uninterrupted playing from the start. The artstyle will feature stylized low poly 3D models rendered to sprites, this permits a lot of fluidity for creating assets and building the main features.

     

    Planned Features

    Shore Fishing, cast your rod and wait for the bites, set the hook and reel them in.

    Personal Island, procedurally generated small chunk of terrain in which to light a fire, rest, and relax.

    Day/Night Cycle, different hours of the day, different types of fish. Watch as the days go by and the stars change, spot the high and low tides and take advantage of specific hours for better fishing.

    Weather, conditions will affect the difficulty or ease of your catch.

    Journal/Log, fill up your fishing log as you keep track of what you've reeled in.

    The Catcher's Guild, the all seeing eye of the Catcher's Guild have settled on you. They will reward you for your catches and hard work.

    Message in a Bottle, collect meditative phrases, quotes, legendary fables, and sea stories that could float by your island.

    Musical instruments, strum, blow, and play sweet notes by the fire as you enjoy your musical side.

    The Islands

    Islands will take up most of the screen and will be unique to each game, procedurally generated from different terrain, trees, rocks, campfires and wood piers. We are currently deciding on a general look for the type of stylization we want for the 3D models. Some screenshots of the progress below.

    Current in-game look, featuring the start of the tackle physics.

    Mockups

    One of the rod assets

    Super stylized Lute

    Early Island Speedmodel

    ------

    We are trying to implement just the right amount of features and to keep it under a nice, chill and relaxing minimal style. As a hobbyist developer, with less than two years of experience and 0 games under his belt, I count with limitations towards piecing things up. I have a few things from the bulk of the work which are in my "Worry List", aspects needed but currently puzzle me in terms of making them in C2 so all advice, feedback, and suggestion is highly appreciated.

    The Worry List

    -Fishing Line, somehow producing the visual feedback from the rod, the bobber, and the hook/lure and for it to be able to extend and be brought back to the reel.

    -Character Animations, the game's graphic are currently been modeled in 3D (Blender), exported to sprites as different renders, layered and edited to get the current look. The idea of getting a slick character to move and interact with a fishing rod is kinda getting to my head from time to time.

    -Water, for now i'm using C2's water effect on a simple square and stretched through the scene. It has a nice and lovely effect but not sure how to make something more effective which can interact with the bobber fluently.

    That's the progress so far,guys!

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  • This is very visually satisfying. The concept sounds awesome. I really like the idea of catching the fish, and making a log of them. It would be cool if there could be a leaderboard system. When you can view other people's logs, and compare with your friends. Making the rod customizable is also a plus, people really like designing stuff themselves . Overall, this looks really addicting. And I cannot wait to play!

  • Love fishing IRL and in games, looking forward to this one!

  • Love the movement animation of the water. Curious about the game. Love the graphics!

  • This is very visually satisfying. The concept sounds awesome. I really like the idea of catching the fish, and making a log of them. It would be cool if there could be a leaderboard system. When you can view other people's logs, and compare with your friends. Making the rod customizable is also a plus, people really like designing stuff themselves . Overall, this looks really addicting. And I cannot wait to play!

    Glad you are liking it, there are a few secret things planned for plausible multiplayer interaction but not very gameplay related, more of an experimental idea. Soon I will make a post detailing a bit of how the rods, bobbers, hooks, and lures will work in combination. Still will take a bit of time until a playable build.

    Love fishing IRL and in games, looking forward to this one!

    Love the movement animation of the water. Curious about the game. Love the graphics!

    Thanks, everyone, for the reply. Very appreciated, there still a few things coming so stay tuned. Graphics will change but for the better and probably into a better version of what is already showed.

    I need a bit of help working the fishing mechanics so if you have ideas, suggestions and are handy working C2, be sure to give me some tips.

    The link to the How Do I? post

  • Happy New Year, Scirra!! Been away a bit, how about finishing a game for this year's resolution? Took a small break from this project which turned into almost dropping it completely but I have gathered more experience and a few new tools, after discussing dev related stuff with my bro I have decided to continue this project.

    A few minutes in yesterday at restarting the project, managed to plug an already made character in a really love the look of it.

    This won't be the final version of the main character though since my brother has some nice concepts made, will upload those soon and try to merge them with the current one.

    (I apologize for the choppiness of the gifs)

    Tried the same character with the first prototype build and find myself very indecisive between the two perspectives.

    The slanted feels spacey and allows to toy with 8 directional movements plus a few more stuff. It does add a bit more difficulty for procedural features but might be worth it.

    The more flat view feels...idk, crafty? I can't quite put my finger on it but It has a nice appeal with its simplicity, feel it could create a totally different immersion than the slanted look. Could make procedural a bit easier.

    Any comments and suggestions are highly appreciated!

  • i like it! i want to see some fish sprites

  • I prefer the slanted view - at least in the current implementation it looks a lot neater and less cramped. Obviously that would make it tougher to make decent water - you'd probably need to add like a second layer that only barely moves and then a horizon layer that's static.

    If you manage to give the fish neat unique looks this could be a winner.

  • Wow this is truly a treat for the eyes, how long did it take you to make low poly sprites.

  • looks awesome

  • albertjayy

    Thanks, I might starting laying down some concepts for the fishes soon. Once we decide which perspective we'll go for I will definitely have some sprites up.

    Somebody

    Thanks for the feedback, the water is the only drawback I can think of when it comes to slanted. Still giving this thought, I hope the indecisiveness doesn't keep me from elaborating the other parts that need to be handled.

    The fish will be quite unique alright, might be going for strange aquatic mammals or quirky bizarre fish (maybe both?)

    They won't be the average oval shaped planet Earth type fish we see in most games.

    Sandybee

    Thanks! Low poly modeling is really easy to pick up and manage once you learn a good modeling software. I'm using blender. Learning blender takes more time than laying the sprites, once you get the hang of it the style is really a breeze. Small assets such as items take from 3 to 6 minutes while island and terrain items can take from 8 to 15 minutes. I will make final assets more cautiously and take my time with them though. My problem comes with adding color, working the materials inside blender or post processing in photoshop. That's a bit tricky for me, coming from a musician background.

    volkiller730

    thanks, stay tuned!

  • Having a bit of a problem with Z order and Spriter but should fix that up quickly when redoing the anims with the actual rod inside the spriter animation, not as an individual object in Construct.

    Will probably stick to the flat view, might toy with a slight slant later.

    Next up is redoing the character into the actual one to start working a cast animation (and fix the z order problem). Should be fairly easy since the first rod is a wooden stick.

    After that I will return to keep juicing things up, adding some neat effects to ambient the flat perspective. Thinking on the lines of sun flares, hazy overlay layers, clouds, and wind.

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