Gone Fishin'

Happy weekend, folks!

I'm off to a slow start this weekend, however I've taken Monday & Tuesday off work, so I'm just going to shift things along a little. Today will be recuperation & relaxation, with maybe a side of code fiddling here & there, however the bulk of the work on this weekend's attempt will be done tomorrow & Monday.

The Plan:

Fishing! Everyone loves fishing. I've never really thought about how I would make a fishing minigame within any of the games I've started previously, & I know it's one of those things that people are always excited about when it comes up. I also can't reaaally think of a good fishing game that's come out any time recently, so a first pass at that might turn into something I can transfer to the list of bigger projects to work on when I've got more time.

Dredge came out last year & is technically a fishing game, but only in the sense that you catch fish (I understand that sentence sounds extremely odd). It's much more about atmosphere & inventory management than it is about the actual fishing experience, if that makes sense? Same goes for Dave the Diver, to an extent. Sure the fishing in that makes up a good chunk of the game, but it's more about the sales & management side of things.

Why is it so many games try to pack in as many systems as they can? I'd much rather they stuck to the 'do one thing, but do it well' ethos. It's like going to an Indian restaurant & finding they serve paella & kebabs; like sure, those are great, but why are they here? You know?

Anyway, weird rant aside, I'd like to try & make a game that's just about fishing. First person perspective, cast a rod, reel it in, hook the fish, catch the fish, murder/release the fish. Let's see how that goes!

I also want to tentatively stick a toe into lighting & environment again after my breakdown the other week - I really do need to start getting a better understanding of how those systems fit together.

Wish me luck!

Tim

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