Doomsday Darren Goes Fishing [DONE] [Linux version is out]

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Re: Doomsday Darren Goes Fishing

Postby Df458 » Thu May 23, 2013 4:23 pm

Day 4 update:

I'm starting to worry that I might not be able to finish in time, so I'm going to cut back a bit on the idea. Instead of diving beneath the water, you'll be catching things that surface/jump out. I think this might actually make slightly more sense too, since you're trying to capture a whale.

Anyway, here's how the mechanics will work:

1. Fire the claw from the cannon. I'm thinking there'll be some control over power here, or something.
2. While in the air, you control the claw. Hitting seagulls will temporarily increase your bonus multiplier, and hitting small fish catches them. Large fish require you to zap them with your shrink ray until they're a manageable size. Naturally, this will devalue them a bit so bigger claws can get more from them. You'll also probably have to buy the shrink ray as well.
3. Your claw eventually falls into the water.
4. The money earned can then be spent on upgrades to the cannon and claw.
5. Once you get far enough out, Big Red shows up for a boss fight of some sort, where you must shrink her down while dodging a few attacks.
6. Profit!
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Re: Doomsday Darren Goes Fishing

Postby emmett9001 » Fri May 24, 2013 1:09 pm

It's admirable to try and write all the engine-y bits of a game jam game from scratch! Best of luck, and can't wait to play this. I love the idea.
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Re: Doomsday Darren Goes Fishing

Postby Df458 » Fri May 24, 2013 4:19 pm

Day 5 Update 1:
With my sound code complete, the seagulls now make pitiful squawking sounds when colliding with the claw. They also make a (rather terrible) splash noise when they hit the water.
Next, I'll be adding graphics for splashes, and make them fly in from the left rather than just sitting there. EDIT: Done.

Also, the music guy is making music.
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Re: Doomsday Darren Goes Fishing

Postby Df458 » Sat May 25, 2013 1:43 pm

Day 6 Update 1:
Entities are now drawn by depth, and I've got clouds working(sort of)
I'm going to put together a title screen, and maybe a launch screen too!
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Re: Doomsday Darren Goes Fishing

Postby Df458 » Sat May 25, 2013 5:19 pm

Day 6 Update 2:
Text rendering is finished, for letters and numbers. I'll get punctuation next.
I also drew a simple title screen
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Re: Doomsday Darren Goes Fishing

Postby Df458 » Sat May 25, 2013 7:37 pm

Day 6 update 3:
Bonus multipliers and score are now complete!
Seagulls give you 100 points(times the multiplier), and increase your multiplier by 1.
Currently, it's just about impossible to get higher than x10, which seems reasonable.
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Re: Doomsday Darren Goes Fishing

Postby Df458 » Sat May 25, 2013 10:35 pm

I.....I just spent 3 hours fixing a bug that made absolutely no sense, and still doesn't.
I'm too confused and angry to go into the specifics, but at least it's fixed. Anyone have some excruciating bug stories to share? I wouldn't mind looking at things that aren't code for a bit.
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Re: Doomsday Darren Goes Fishing

Postby Df458 » Sun May 26, 2013 5:39 pm

Day 7 Update 1:
I've added music, (a) fish, and the title/launching/win screens.
Now, I need to add upgrades, a couple more fish, and, of course, Big Red.
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Re: Doomsday Darren Goes Fishing

Postby Df458 » Sun May 26, 2013 7:02 pm

Day 7 Update 2:
Upgrades are done.
You can upgrade:
-Launch power
-Shrink Ray
-Fish Attractor
-Gull Attractor

I'm going to add a few(3-7) more fish, then I'll make Big Red.
Df458
 
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Re: Doomsday Darren Goes Fishing

Postby Df458 » Sun May 26, 2013 10:44 pm

Day 7 Update 3:
I've added 2 new fish, Whales, Sharks, (crazy rare) Caskets of Sunken Spanish Gold, and I made the shrink ray shrink things that need shrinking. You hold down the left mouse button to fire, but cannot move while doing so.

The ONLY thing left is the boss. 5 hours are left, so I think I can do this!
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