YOUUUUU'RE OUT!!


YOUUUUU'RE OUT!!

This week at Mutant, we preview some upcoming fishing features.

Weekly Dev Update #38
Week of February 1, 2021

Aye, happy February! One month down, eleven to go. Time really flies.

We’re keeping our cards a bit closer to the vest in some senses because we do want to have some big surprises in the coming weeks. We've shared a little about our plans for the core gameplay stuff which included plans to update the demo, introduce medium fishing, and update some pretty big elements of the experience like the User Interface.

Three Strikes and You’re Out!
What I will preview now is a change-up planned for fishing that we’re testing now.

Currently we’re testing a few changes coming down the road for fishing. We had a few things up our sleeves that didn’t make the feature list for the demo, so we’re testing them further now and will apply them if we feel they meet our goals. We've been getting a decent amount of feedback from our Demo so we're ready to start makin' new waves based on that.

First up, we’re adjusting tension and how fish moves affect it. Tension should be a fun mechanic to wrestle with, more about timing when you reel and when you let the line run a bit. It should be clear and easy to manage, but punishing if you try to bulldoze your way through it. Our first round of testing will increase tension on general reeling while lowering the build-up caused by fish attacks. This will increase how impactful your reeling is (which will also have base speed increased a bit to compensate) and create a larger difference in the pace of encounters between reeling and not. We'll include numbers and more specific changes as we lock em in.

At the same time, the fish attacks need to feel more impactful in a way that doesn’t randomly spike tension and lead to confusion or frustration with line breaks. Our test for this will be a “three strikes” system, like baseball, as a baseline. You’ll get a set amount of strikes for each encounter, gaining a strike for each missed QTE. This emphasizes some QTEs as ‘damaging’ and others as positional and lets us add a sort of “health counter” for your line during each fight. This will allow us more flexibility in making some fish more aggressive and will increase clarity on when you miss QTEs and what the exact punishment is. You’ll also be able to increase how many strikes you have using the correct baits for each fish so you can improve your window for catching.

With these two main changes on the way, we’re confident we can improve the fishing experience in the demo and better set ourselves up for success in the main game. We’ll show off these changes in the next few weeks to give you a visual of what they’ll look like so stay tuned!

FOLLOW US FOR MORE
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

If you want to stay up to date with KAIJU FISHING, you can follow us on Twitter @MutantStudios and/or Wishlist the game on Steam. You can also join our Discord.

Get Kaiju Fishing - Pre Alpha Demo

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