2D Underground Fishing 

The player is stranded in an underground cave system and needs to survive. The only way is to fish from the underground river. 

ACTION / MECHANIC

LOCATION

RESOURCE

Resource / Economic system

Source and Pool – Fish

FISH are generated in the underground river over time

Fishing in the underground river gets you FISH

Drain – Hunger

-HUNGER happens over time and for each fishing attempt

Converter – Eating

Eat FISH to +HUNGER

Trader – Merchant

Trade FISH for MONEY in the village

Progression system

Use MONEY to buy better fishing gear and boat upgrades

Explore different area to catch different types of fish

Fishing system

A mini-game to obtain fish.

  • Different fish has different initial power level, the player need to control the hook to dodge the dangerous fish and try to catch appropreate fish according to the player’s gears.
    • Fish with higher power level are usually better.
  • Fish get tired overtime and their power level decreases.
  • Fish get hungry overtime and will be attracted by the hook.

Design documentation Week 1

  • What complex game system will you implement?
    • We implemented a fishing, hunger and financial system. We plan to allow for money to upgrade your ship and your fishing rod.
  • What are the atomic mechanics of that system?
    • Fish
    • Eat
    • Move
    • Buy
    • Sell
    • Upgrade
  • What resources are part of the function of that system?
    • Fish
    • Hunger
    • Time
    • Money
    • Carrying Capacity
  • Does the system constitute an economy, if so describe it in as much detail as you can.
    • Yes. You fish for fish which you can either eat or sell. If you sell you get money which can be used for upgrades of your ship/fishing rod which will increase your output of fish. Which then continues the chain cycle. Its an economy because there are resources and exchanging of resources flowing into each other and creating synergistic loops.
  • What is the player experience your system creates?
    • An engaging feedback loop of wanting to continually become more and more efficient - producing more fish to both survive and then also thrive by upgrading their efficiency. 
  • What is the larger design of a game the system may be part of?
    • A survival game. This system is about surviving and thriving. This system serves as a main gameplay mechanism and is meant to be the main gameplay system in the game, but the larger design would be to support this complex system as the core. You must survive from not dying of hunger, but then also keep yourself as far away from that as possible and reap the rewards of your efforts.
  • What Patterns can you find that address the atomic mechanics, resources, and compound mechanics of your system?
  • What additional patterns are of interest to your group and why?

Itch link: https://rexy77.itch.io/t1finalproject 

Design documentation Week 2

Design documentation for your Final Project (Link to your initial document, you will update each week): https://docs.google.com/document/d/1df2_jzSLp6uO678HLhZ3DJk2VyeLXhZ0t_eRdNoLrnM/edit?usp=sharing 

  • Progression Mechanic Name
    • Fishin' Gear
  • Description of mechanic and its progression
    • Use MONEY to buy better fishing gear and boat upgrades / Exploring different areas to catch different types of fish.
  • Implementation description
    • We have a system for catching fish, a system for selling fish, and a system for eating fish. We also have a system for hunger, forcing you to be strategic as to how you go fishing, and adding an additional cost to upgrading (choosing long-term fishing ability over short term hunger)
  • Description of how your pattern(s) relate to the prototype. (Include a link the to pattern)
    • https://patternlanguageforgamedesign.com/PatternLibraryApp/PatternLibrary/2393 
      • You have to choose between the longer term "smarter" decision or the shorter term decision that will keep you alive. This adds a strategic edge, because if you're low on hunger you obviously need to eat the fish over selling the fish, but the line between when you should eat the fish or sell the fish becomes a lot less clear, forcing the player to decide between long term or short term.
  • Analysis describing the implications of the progression explored in your playable prototype.
    • Currently our playable prototype still needs some work, as we focused on polishing and cleaning up our work this week, but we aim to dial in on the upgrades, and incorporate a whole shop to buy fishing upgrades and sell fish.

Itch link: https://tylerkiwi.itch.io/final-proj-week-3

Password: password

Design documentation Week 3

  • Narrative design document.

A monopoly fishing company created a new fishing rod and hook. You were thrown into this cave to experiment and stress test this new technology because you didn't meet your manager's monthly fishing KPI requirement. The company doesn't care about you, so you need to survive by yourself, train your fishing skills, and catch different types of fish. There is a village in the cave where you can make trades with villagers and improve your fishing equipment. They are watchdogs, you will be saved by the villagers once the hunger bar goes to zero. But you will lose all your upgrades and fishes as compensation for their saving job.

  • Graybox on paper and in Unity if possible.

 

  • Concept art, in your design doc or on a Pinterest board.

  • Update final project deliverables like Trello, Git, and itch.io to reflect your progress.

Brainstorm

Complex System:

  • Use MONEY to upgrade BOAT or FISHING ROD or LURES? In the city
  • Move the boat across water to cities.
  • Cook FISH into COOKED_FISH in the city.
  • The Deeper the FISH the better (+HUNGER or +MONEY)

Questions:

  • Should FISH be edible before cooking in city?
  • Could we use HUNGER as a “end state timer”
    • Could we use CARRYING CAPACITY to limit hunger?
  • Player

Need:

  • Fishing Mini Game
    • You are hook falling down in water
    • Avoid dangerous fish
      • If hit, then exit minigame
    • Get edible fish
      • Adds fish to inventory
  • Inventory System
    • Just a list of items.
  • Hunger system
    • Drains value every fish attempt
      • (maybe small over time too)
  • UI to represent everything
    • Hunger system bar
    • Inventory UI 
  • Button to eat fish for hunger
    • Checks inventory to see if has fish
    • Satiates the hunger system with a certain value.
  • Button to sell fish for money
    • Checks inventory to see if has fish
    • Puts more money in inventory

Tasks:

  • Fishing Mini Game
    • [3] Player hook control and line display
    • [2] Enemy fish controller
    • [2] Edible fish controller
  • Game manager
    • [2] Enter/exit fishing game
      • Camera movement
      • Leave fishing game
    • [1] Adds fish to inventory
  • Inventory System
    • UI Inventory [2]
    • Eat fish [2]
      • Check inventory to see if there are fish
      • Satiates the hunger system with a certain value.
    • Sell fish [2]
      • Checks inventory to see if has fish
      • Puts more money in inventory
  • [3] Hunger system
    • Drains value every fish attempt and over time
    • UI to represent everything
  • Underwater art.
  • Hook art
  • Boat art.
  • Fish Art

Trello Points Week 1:

  • The total number of estimated hours for the project
    • Jared - 3 + 3 + 1 + 1= 8
    • Tyler - 3 +3+ 3 = 9
    • Hongqian - 3 + 4 + 2 = 9
    • Rex - 1 + 2 + 1 + 3 = 7
    • Zhijian - 3 + 2 + 2 + 3  = 10
    • TOTAL = 43
  • The total number of spent hours
    • Jared - 3 + 4 + 1 + 1 = 9
    • Tyler - 3 + 3 +3 = 9
    • Hongqian - 3 + 4 + 2 = 9
    • Rex - 1 + 4 + 1 + 3 = 9
    • Zhijian - 3 + 2 + 2 + 3  = 10
    • TOTAL = 46
  • The average number of hours estimated and spent: (Total/number of students on the team)
    • Avg Estimated: 8.6
    • Avg Spent: 9.2
  • Your personal estimated and spent hours.

Trello Points Week 2:

  • The total number of estimated hours for the project
    • Jared - 1.5 + 2 + 3 = 6.5
    • Tyler -  + 3 + 3 = 6 
    • Hongqian - 3+4 = 7
    • Rex - 1 + 3 = 4
    • Zhijian - 6 + 3  = 9
    • TOTAL = 32.5
  • The total number of spent hours
    • Jared - 1.5 + 2 + 3 = 6.5
    • Tyler -  + 3 + 3 = 6
    • Hongqian - +3 = 7
    • Rex - 1 + 3 = 4
    • Zhijian - 6 + 3  = 9 
    • TOTAL = 32.5
  • The average number of hours estimated and spent: (Total/number of students on the team)
    • Avg Estimated: 6.5
    • Avg Spent: 6.5
  • Your personal estimated and spent hours.

Trello Points Week 3:

  • The total number of estimated hours for the project
    • Jared - 3 + 3 + 1= 7
    • Tyler -  + 2 + 2 +3 = 7 
    • Hongqian - 2+3+3 = 8
    • Rex - 2+2+2 = 6
    • Zhijian - 3 + 2 + 3 = 8
    • TOTAL = 36
  • The total number of spent hours
    • Jared - 3 + 3 + 1 = 7
    • Tyler -  2 + 2 + 3= 7
    • Hongqian - 2 + 3 + 3 = 8
    • Rex - 2 +3 + 2 = 7
    • Zhijian - 3 + 1 + 3 = 7
    • TOTAL = 36
  • The average number of hours estimated and spent: (Total/number of students on the team)
    • Avg Estimated: 7.2
    • Avg Spent:7.2
    • Your personal estimated and spent hours.

Trello Points Week 4

  • The total number of estimated hours for the project
    • Jared - 5 + 3 = 8
    • Tyler -  2 + 3 +3 = 8 
    • Hongqian - 2 + 3= 5
    • Rex - 2+3+2+3=10
    • Zhijian - 2 + 3 + 3 = 8
    • TOTAL = 8 + 8 + 5 + 10 +  8 = 39
  • The total number of spent hours
    • Jared - 5 + 3 = 88
    • Tyler - 2 + 3 +3 = 8 
    • Hongqian - 6 + 3 = 9
    • Rex - 2+3+2+3= 10
    • Zhijian - 2 + 3 + 3 = 8
    • TOTAL =  8 +  8 + 9 + 10 + 8  = 43
  • The average number of hours estimated and spent: (Total/number of students on the team)
    • Avg Estimated: 7.8
    • Avg Spent:8.6
    • Your personal estimated and spent hours.

Trello Points Week 5

  • The total number of estimated hours for the project
    • Jared - 3 + 3 = 6
    • Tyler -  3 + 2 +3 = 8
    • Hongqian - 2 + 3 + 3= 8
    • Rex - +3+3+1=7
    • Zhijian - 3 + 3 = 6
    • TOTAL = 35
  • The total number of spent hours
    • Jared - 3 + 3 = 6
    • Tyler -  3 + 2 +3 = 8
    • Hongqian - 2 + 3 + 3 = 8
    • Rex - +3+3+1= 7
    • Zhijian - 3 + 3 = 6
    • TOTAL =  35
  • The average number of hours estimated and spent: (Total/number of students on the team)
    • Avg Estimated: 7
    • Avg Spent:7
    • Your personal estimated and spent hours.

Credits

A* Pathfinding Package

Updated 15 days ago
Published 19 days ago
StatusReleased
PlatformsHTML5
Authortylerkiwi

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