As promised (with a slight delay) today we are going to share some details of things we currently have in development.
After launch we have been gradually transforming Fishing Planet into a high-quality product and were battling basic issues each indie game faces during the OBT.
Before new year our team scaled and we have managed to deliver series of event-driven updates to add fun to the game and freshen your fishing routine.
At the same time it came to our mind that iterative and event-driven updates do not let us concentrate on our dream - building a vast world with a ton of options for challenge and exploration. Sharing and competing would be the cornerstones of this world.
Therefore, we have decided that implementation of multiplayer mechanics is our TOP priority and we should sacrifice events for some time to boost the development of multiplayer mechanics. Ironically, without proper challenge no competition gameplay can be ever possible - this is why to make a leap ahead we had to make several steps back.
Probably the most important thing about fishing in real life is the constant challenge you face - "Will your regular techniques work? Did you read the environmental changes correct? Will you have enough time to explore and discover the spots, where should you go first?" A great mix of known and unknown an eternal rivalry of human rational spirit (the feeling of control) and nature's unpredictability and power.
All of that meant we need to tune and improve the very heart of Fishing Planet:
Fish AI
Introduction of fish fatigue - the more tired the fish is the lower its power is and the lesser load it can create. Each species now gets tired differently, some create only several bursts of energy and then get shocked, some like smallies will fight until the very end.
Introduction of hiding spots for fish - now Fish AI can determine the underwater objects (snags, stones, holes with plants) where it can hide. If the fish determines an underwater object close to itself it shall try to escape to that place. When a fish enters such a place you can get snagged due to plants and other trash.
Detailed tuning of fish physical body parameters to simulate its movement in water when you reel it in and it resists, how the body turns in the water and how the trajectory of fish movement changes.
Fish escape due to ultra-high line tension or low line tension tuned. Do not leave your line slack - the fish may get rid of the hook.
Fish sizes/weights now vary significantly. The hook size is still a factor you need to keep in mind but the overall impact on the size of the fish you can hook and catch is now a lot less strict. You can now catch a unique using a small hook, if you manage to fight it somehow =) So don't relax it is getting a lot less predictable
Improving distribution AI and diminishing hot spots
Item durability system
Items are now separated in two groups - items that wear out due to daily use (clothing, rod cases, etc) and items that gradually wear out per each use (tackle).
The more load you put on tackle the faster it will wear out and if you exceed max loads it can break instantly.
New Load Indication
Casual angler Indicator now demonstrates which specific part of your set up is under load, letting you react and lower your rod thus projecting load on reel and not line or rod. This way you shall need to use the tackle wisely and move around with the rod with attention during the fish fight.
Pro angler Indicators a more detailed indicator for pros that fight monsters and when seconds to reaction matter (and they will, they will)
Drag
Reels will now have 6, 8 or 12 drag positions thus giving you more control.
Drag setting are now distributed equally per each position, no more exponential growth
When drag works it light up on the UI
Chat overhaul and improvement
Private chat now functional
Chat overall redesign, addition of chat settings and much more
Minimized chat now available - because but sometimes you just want to enjoy the beauty of nature in Fishing Planet staying connected with your friends
Addition of Private rooms
Two types of private rooms introduced - solitude private room and a room visible to you and your friends only. (friends of your friends will not see the room, no)
And the last but not the least - we are making the game more user-friendly day after day.
Settings menu overhaul and controller support
All of the things we have mentioned above and mentioned in Status Report #1 (and some more) are going to be introduced in an update scheduled for early March.
Simultaneously we are implementing the multiplayer infrastructure - and will have the things in closed beta in Mid-Late March.
We shall gradually update this post and make edits, so feel free to ask questions in the comments and share your thoughts.
As promised (with a slight delay) today we are going to share some details of things we currently have in development.
After launch we have been gradually transforming Fishing Planet into a high-quality product and were battling basic issues each indie game faces during the OBT.
Before new year our team scaled and we have managed to deliver series of event-driven updates to add fun to the game and freshen your fishing routine.
At the same time it came to our mind that iterative and event-driven updates do not let us concentrate on our dream - building a vast world with a ton of options for challenge and exploration. Sharing and competing would be the cornerstones of this world.
Therefore, we have decided that implementation of multiplayer mechanics is our TOP priority and we should sacrifice events for some time to boost the development of multiplayer mechanics. Ironically, without proper challenge no competition gameplay can be ever possible - this is why to make a leap ahead we had to make several steps back.
Probably the most important thing about fishing in real life is the constant challenge you face - "Will your regular techniques work? Did you read the environmental changes correct? Will you have enough time to explore and discover the spots, where should you go first?" A great mix of known and unknown an eternal rivalry of human rational spirit (the feeling of control) and nature's unpredictability and power.
All of that meant we need to tune and improve the very heart of Fishing Planet:
Fish AI
Introduction of fish fatigue - the more tired the fish is the lower its power is and the lesser load it can create. Each species now gets tired differently, some create only several bursts of energy and then get shocked, some like smallies will fight until the very end.
Introduction of hiding spots for fish - now Fish AI can determine the underwater objects (snags, stones, holes with plants) where it can hide. If the fish determines an underwater object close to itself it shall try to escape to that place. When a fish enters such a place you can get snagged due to plants and other trash.
Detailed tuning of fish physical body parameters to simulate its movement in water when you reel it in and it resists, how the body turns in the water and how the trajectory of fish movement changes.
Fish escape due to ultra-high line tension or low line tension tuned. Do not leave your line slack - the fish may get rid of the hook.
Fish sizes/weights now vary significantly. The hook size is still a factor you need to keep in mind but the overall impact on the size of the fish you can hook and catch is now a lot less strict. You can now catch a unique using a small hook, if you manage to fight it somehow =) So don't relax it is getting a lot less predictable
Improving distribution AI and diminishing hot spots
Item durability system
Items are now separated in two groups - items that wear out due to daily use (clothing, rod cases, etc) and items that gradually wear out per each use (tackle).
The more load you put on tackle the faster it will wear out and if you exceed max loads it can break instantly.
New Load Indication
Casual angler Indicator now demonstrates which specific part of your set up is under load, letting you react and lower your rod thus projecting load on reel and not line or rod. This way you shall need to use the tackle wisely and move around with the rod with attention during the fish fight.
Pro angler Indicators a more detailed indicator for pros that fight monsters and when seconds to reaction matter (and they will, they will)
Drag
Reels will now have 6, 8 or 12 drag positions thus giving you more control.
Drag setting are now distributed equally per each position, no more exponential growth
When drag works it light up on the UI
Chat overhaul and improvement
Private chat now functional
Chat overall redesign, addition of chat settings and much more
Minimized chat now available - because but sometimes you just want to enjoy the beauty of nature in Fishing Planet staying connected with your friends
Addition of Private rooms
Two types of private rooms introduced - solitude private room and a room visible to you and your friends only. (friends of your friends will not see the room, no)
And the last but not the least - we are making the game more user-friendly day after day.
Settings menu overhaul and controller support
All of the things we have mentioned above and mentioned in Status Report #1 (and some more) are going to be introduced in an update scheduled for early March.
Simultaneously we are implementing the multiplayer infrastructure - and will have the things in closed beta in Mid-Late March.
We shall gradually update this post and make edits, so feel free to ask questions in the comments and share your thoughts.
Due to intense development cycle and implementation of new features we have been quite busy lately and had no chance to share any news about our progress.
A huge lot of things has been going on - we are in the midst of developing new load system, new damage system, adding private rooms, tournament functionality, new tackle and fish species and a lot more.
We shall be sharing the news and details this Friday (along with how things shall work), stay tuned - cool stuff is on the way.
P.S. In about two weeks we shall be having some nice stuff you shall have the chance to enjoy)
Due to intense development cycle and implementation of new features we have been quite busy lately and had no chance to share any news about our progress.
A huge lot of things has been going on - we are in the midst of developing new load system, new damage system, adding private rooms, tournament functionality, new tackle and fish species and a lot more.
We shall be sharing the news and details this Friday (along with how things shall work), stay tuned - cool stuff is on the way.
P.S. In about two weeks we shall be having some nice stuff you shall have the chance to enjoy)
It took us a bit longer to finalize our detailed planning thus postponing a post with a plan for current week (we are trying to be responsible and tell only what is actually happening).
This week we shall be concentrated on damage system and load indicators, we are as well implementing new fish fight factors in fish AI.
In terms of indicators, specifically we are considering adding pro indicator mod that would feature separate indication for load on reel, rod and line. This shall allow you understand what is happening when you fight the fish.
Fish AI shall be enhanced and species shall become dramatically different in a way they fight, get tired, dynamics of their power during the fish fight.
Tight lines and stay tuned - we shall be releasing additional details later this week.
It took us a bit longer to finalize our detailed planning thus postponing a post with a plan for current week (we are trying to be responsible and tell only what is actually happening).
This week we shall be concentrated on damage system and load indicators, we are as well implementing new fish fight factors in fish AI.
In terms of indicators, specifically we are considering adding pro indicator mod that would feature separate indication for load on reel, rod and line. This shall allow you understand what is happening when you fight the fish.
Fish AI shall be enhanced and species shall become dramatically different in a way they fight, get tired, dynamics of their power during the fish fight.
Tight lines and stay tuned - we shall be releasing additional details later this week.
As we promised we shall be sharing short Status Reports to let you have a better understanding of our progress. On Monday we shall share the plans for our next week (in short - damage system and load indication to make the fish fights give you adrenaline rush). We work hard to deliver all we promised.
Here's current week progress:
Additional tackle parameters
Status - complete
New parameters influencing casting mechanic 1) Rod Casting Test 2) Lure Weight 3) Lure Windage 4) Line Thickness 5) Reel Type (cast reel or spin reel) 6) Line Type (braid or mono/flur) 7) Min Cast Weight (of lure) for cast reels
New bobber params enabling unique sensitivity and lifting capacity for each bobber type
Similar fish/hook weight/size issue fix
Status - Complete - a game-changer
Ability to sell items
Status - Complete
Chat overhaul and improvement
Status - Complete
New Lake Free Home Pond
Status - Currently in progress
Widening shoreline on waterways
Status - Complete
Mudwater (shoreline widened)
Neherring (fully walk-able)
Falcon (fully walk-able)
Michigan (peninsula and rights side of the map fully walk-able)
New Fish Species
Status - Complete
California Golden Trout
Sea-run Dolly Varden
Coho Salmon
Steelhead Spawning Form
Chum Salmon
American Shad
Option to remap keyes
Status - Complete
A lot, A LOT of detailed planning, and feedback processing