Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411507 Posts in 69374 Topics- by 58429 Members - Latest Member: Alternalo

April 26, 2024, 06:00:01 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsPiscary- Atmospheric and Whimsical Fishing Game
Pages: [1]
Print
Author Topic: Piscary- Atmospheric and Whimsical Fishing Game  (Read 2747 times)
essencescape
Level 0
**


View Profile
« on: January 05, 2020, 10:00:10 AM »


On a deserted island...with no troubles, enjoy the relaxing experience of catch and release fishing.



dynamic day/night cycle



Piscary, a fun, stylized and atmospheric low poly fishing game.

Intended features:
day/night cycle
seasons
rods, hooks and lures
dynamic soundtrack
randomly generated islands

Current stage
Pre-Alpha

Playtest video!




Follow on twitter   Join us on Discord!
« Last Edit: April 29, 2020, 09:53:27 AM by essencescape » Logged

essencescape
Level 0
**


View Profile
« Reply #1 on: April 11, 2020, 12:38:29 PM »

High poly of our main character!



Logged

essencescape
Level 0
**


View Profile
« Reply #2 on: April 13, 2020, 05:06:07 AM »

Recent playtest video, glad to reach this stage!




We are planning an internal alpha test by the end of July. HUD, GUI and inventory should be implemented by then.
Logged

essencescape
Level 0
**


View Profile
« Reply #3 on: April 16, 2020, 07:31:06 AM »

1st dev log video, talking a little bit about what's implemented and current progress of the game





The game has a bobber camera implemented and the player reacts with a "!" icon once a bite has been made, a really useful feedback.
Logged

essencescape
Level 0
**


View Profile
« Reply #4 on: April 29, 2020, 07:35:14 AM »


We have implemented a nifty right-click and drag camera feature. It definitely gives the game a different feel than the automatic follow camera but we will feature both as an option for accessibility.

Recent work on the new clothing models. The look has evolved and we are approaching a more define, differently stylized art than low poly and will likely feature textures to some degree. Substance Designer is being used for the maps/textures.


The art team have also managed a wip inventory UI setup which we'll look to implement during this sprint.

Let us know your thoughts on the recent progress, we are slowly getting ready for alpha testing!
Logged

Pages: [1]
Print
Jump to:  

Theme orange-lt created by panic