Pirate Cats - Fishing
Hello everyone, today was a big day, as you can see I spent over 6 hours again. I have alot to say, alot to announce, and a new limit for me while I also unbox new scenes. If you want to check out my progress you can see it on Vishy Labs, on Instagram or Youtube, https://www.youtube.com/channel/UCv318x8ryMI-l4kxYvwhLog
Bugs
Well since I just started there were not many bugs, but there was one very annoying one that bothered me so much. Everything in Godot was blurry. At first I thought it was because the assets were getting made small and imported, but that was not the case. Even after scaling the assets up by a lot and re-importing it and scaling it down, you can tell it was still very blurry. I thought all the settings were correct because I put the texture/render to linear, because it is not a pixel game, so linear is the right texture for our game. But it turns out it was the view port… I set it to view_port instead of canvas_items. View port is meant to match you screen size, while canvas items matches your godot size (how you import it, basically how you make the game, just keeping the same size), now that this bug is fixed (or should I say mystery solved) let me get into what progress I made today.
Fishing Mini-Game
So now it is time to get into our fishing mini game. If you saw the video you either might think, “wow that is hard to build” or “that looks so bad, what even is that”. Well if you were impressed, im just building a blue print, but if you thought it was bad, don’t worry, im just planning it out. You might wonder what it is or how it works. So this is a fishing mini game, the goal of this is to find the fish with the map, and use the map piece to get the final map which leads to the treassure (I covered this last devlog) if you want to know more on how my game will work, read my last devlog. Anyways, so in this game, the user is going to cast the rod (fishing line) and then have to wait for the fish to get hooked, and when it does, they have to beat the mini game. The minigame is hard to understand but if you watch the video it will make sense. So the mini game is that there is a slider, and it is moving, left (constantly) and you goal is to not let it stay out of the safe zone for too long, or let it touch the border once, if it does you lose that fish you will have to fish more, and that fish wont add to your stats (how many fish you fish). So basically what I did I made the whole screen a button, when the user clicks the screen they cast the rod, if they click again and there is no fish caught they reel the rod in (bring it back). If they catch a fish, there is a function, it is either the fish starts to jerk, or moves slowly. If the fish jerks it will make the bar move left 40 (different based on level of the fish) if it is slow moving or idling, then the bar moves 15 (might be different for the fish types). To make this look smooth, since I am not using an animation player, I am using the godot function tween, this allows it to move smoothly and not be rapid, making my game more like a game instead of a twitch. I am mainly using randi functions (randi functions are basically random functions, if you input items into them they will choose a random item from that list). So I am randomly choosing, the time the user waits, and if their fish will be jerking or idling at the moment. Now that I have explained this I want to talk about my save manager.
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