CHONKY BUGS šŸ› AND LONG TASKS


Weekly Dev Update #27

Week of October 19, 2020

This week at Mutant… we keep on the grind.

Last week, we had a lovely livestream on Steam for the Digital Tabletop Festival. We sat down with one of our programmers to play QUESTR - a game that he didnā€™t work on. If you havenā€™t heard of it, itā€™s a smaller game that twists RPG adventures with Tinder that we released all the way back in 2017.

From what we could tell, that stream had between 150 and 250 viewers (or people just browsing the store page) at any given time so if you were around thanks for hanging out! We really like these live Festival events that Steam has been doing so very much looking forward to more!

SEVERAL HOURS LATER...
Some weeks I feel like I struggle to convey how much really gets done. Art stuff is easier to show progress or just show new assets… like this chonky boy.

As Simba would say, "Slimey... yet satisfying!"

But sometimes gameplay stuff is much more subtle or, worse for my typing of these, behind the scenes or hidden in a script.

The reality is that weā€™re really focused on nailing some of these key features so it takes time. So while it feels like weā€™ve been working on the same sort of features week after week, we are making steady progress! For example, medium fishing is a groundwork for so many features around different parts of the game, the time spent here will pay off later as we build out more content.

While launching his side career of live streaming old Mutant games on Steam, our talented programmer has been hard at work with medium fish. Thereā€™s been a lot of systems laying over each other to get medium fishing to a playable state. They had to path, move, react, attack, and play nice with our water assets… itā€™s taking a lot of math and technical skill and creativity to get this feature off the ground - or I guess, into the water?



With even just a simple clip like this, there's a lot going into it. We have our water asset, Crest, being highlighted in full spectacle. Crest has been a great tool, but it doesn't just do what you need with zero effort. We have to keep it updated and fitting with our physics and gameplay mechanics, so it takes work - not always pretty to show off. Then you have the rope tool, applying the weight of the fish, the speed, getting the tension... all that fun stuff that then doubles back onto the water physics. Then we have our pathing system for the fish to guide itself around - which has to apply force and work in it's own right.

All this before, really, any gameplay can be layered on top. So... it's a complicated thing that takes a lot of time and testing. We are aiming to have more to show by the end of the week, so hopefully an exciting update next Monday!

FOLLOW US FOR MORE
That's all for now. We have more in the works and will share more as it comes. Be sure to share the game with your friends to get the word out about KAIJU FISHING. As always, thanks for reading! Stay safe out there. <3

Wishlist the game on Steam - https://store.steampowered.com/app/1043110/Kaiju_Fishing/

Join our Discord - https://discord.gg/bbRAKhk

Follow us on Twitter - https://twitter.com/MutantStudios

Get Kaiju Fishing - Pre Alpha Demo

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