[p]Hello fishers and welcome :)![/p][p][/p][p]
This is a little catch-up on from the devlog that exists on Rift Fishing's itch.io page. This isn't particularly new information (4-6 weeks old), but I'd like to have the same devlog on Steam and not miss any entries. I will simply copy over the entry from itch.io for these first two devlogs, and in the future I'll be posting new devlogs on both sites simultaneously.[/p][p][/p][p]
Keep in mind that everything you see is subject to change. I'm currently considering massive changes to the map in particular. [/p][p][/p]
#1 - Host migration, online play and menus
[p][/p][p]Hello :)[/p][p]My first devlog is about online functionality and the title menus, that I've spend the last weeks with. Kind of dry. But it should work, and it should work well.[/p][p]TLDR; Things implemented:[/p][p]
General: Main menu, options menu, player profiles, loading screen, create, stop & continue offline games[/p][p]
Online: Hosting and joining lobbies, lobby codes, steam invites, filters/tags, quickplay, host migration, rejoin after crash, ingame lobby management / player list[/p][p][/p][previewyoutube][/previewyoutube][p]The video showcases host migration after the host disconnects.[/p][p][/p][p]
Title menuFor the background of the title menu I've wanted to show the actual ingame world. Since I have a Day & Night system I wanted to make use of that by having the time be your local time. If you start the game in the night, the main menu will showcase night time.[/p][p]
Player profiles was next on my list and I wanted to get the save game questions out of the way. Players want to make new characters and all of their progress is tied to the selected profile. Options like graphics, audio etc are saved separately and not tied to profiles. [/p][p][/p][p]
![]()
[/p][p]
OptionsIn regards to these options I've implemented keybinds and some convenience features for gameplay and accessibility, like camera shake and color deficiency. For audio I added many different volume types (7), so that players can adjust it exactly to their liking. In the graphics options I have multiple post-processing toggles and I would like to experiment in the future with more styles. For example, during earlier development I made an Outline shader. But the game looked cleaner without it. Nowadays I'm not so sure anymore what I like better.. so I've left it as an option. I will have to come back to this point regularly to add new options.[/p][p]
SingleplayerI've separated solo and online play. Singleplayer will let you set some basic world options and you can continue from this simple save if you like. But since the game is multiplayer and session-focused, there aren't really any game states to save (for now). Continuing in singleplayer will simply let you continue during the game time and with the game speed you have set previously.[/p][p]
![]()
[/p][p]
MultiplayerFor multiplayer lobby hosting and joining I've implemented a tag / filter system and a bunch of options that let you find the right game for you. I've also exposed Steams lobby distance filter, which lets you find games that are much further away around the globe. This will inadvertedly lead to some lag, but in my lag emulations it didn't seem like a deal breaker. So, for now I want to give players this option, so that they can interact with players all over the world. You can also join a semi-random game by using the Quickplay option or join your friends lobbies via a lobby code.[/p][p][/p][p]
Host migration. One of the most important features to me (video above). I really dislike that everybody gets kicked when the host leaves in some smaller online multiplayer games. I've been implementing a system that assigns a 'backup host'. If the host disconnects and everybody gets kicked, the client who is the backup host will automatically recreate the lobby with the previous settings. All other clients will wait for that lobby to be ready and rejoin. This usually takes only seconds. On top of that I've added that a player who's game crashes will remember the last lobby they were in. When they restart the game, they will be prompted if they want to rejoin the old lobby.[/p][p]Like this, even if the host crashes, players won't be split. The host crashes, the backup host creates a new lobby and has the old clients reconnect. The previous host restarts their game and gets a prompt to join the new lobby.[/p][p]Finally, I added a transitioning
loading screen with tips between the title menu and ingame, as well as added an ingame menu for game options etc. Oh, and a menu for
lobby management, where the host can kick, ban and unban. In the future I want to add more options to manage the lobby and player interactions.[/p][p]I'm thinking of doing these devlogs bi-weekly. So, thank you for reading and see you next time![/p][p]- Saia[/p]
#2 - Fishing, Rifts, Phased Fish
[p]Hello fishers! :)[/p][p]The last 2 weeks were all about improving the fishing experience and weaving Rifts into it. Basically, the previous implementation of the fishing mechanic was a bit wonky. I’ve completed a rework that makes fishing gameplay look and feel really smooth during offline and online play.[/p][p]TLDR;[/p]
- [p]Much smoother fishing mechanic[/p]
- [p]Fishing rod animations and visual improvements[/p]
- [p]New Customization: Bobber, spool, Dangly attachments, fishing line color & thickness[/p]
- [p]Spawn system for Rifts and active fishing spots[/p]
- [p]Visual improvements for water / rift shaders[/p]
- [p]Phased fish! Get them from the Rift![/p]
- [p]Sc… roll down for the last new feature :)[/p]
[p][/p][previewyoutube][/previewyoutube][p]
Left: Old animation, Right: New animation[/p][p][/p][p]
Improved Fishing Visuals & CustomizationWhile doing so, I took the chance to improve the visuals and customization. Fishing rods have animations now (before this, the rods were stiff without bending motions) and your fishing line can be seen while carrying the fishing rod around. Fishing lines are also visually influenced by wind. While it was possible before to use different fishing rods, now you can change the bobber and spool as well as the color and thickness of the fishing line. And my favorite part of it: Dangly attachments. These are little trinkets with physics that you can attach to your fishing rod! You can use two at a time, there are 4 slots on the fishing rod to choose from to attach them on. You can then scale them and change their distance to the attachment point (maybe some of you can get creative with this!).[/p][p]
![]()
[/p][p]
![]()
[/p][p]
Rift reworkNext, I wanted to rework Rifts a bit as well. Their visuals have been improved, and since these are built into the water shader I've also improved that as well. The water looks nicer, the waves and foam on the shore more beautiful. I've added a swirly effect to the Rift and implemented a system to spawn them periodically. This system also handles the spawning of active fishing spots, which are indicated by bubbles underwater and speed up your fishing.[/p][p]
![]()
[/p][p]When you fish, there's also a small chance to spawn a smaller Rift underneath your bobber.[/p][p]
Phased fishTo finish it off, I'm introducing phased fish. These types of Riftlings can only be gotten from Rifts and are special versions of normal fish. They come with extra purple-blue sparkly shine, and more effects, and will be needed for specific quests.[/p][p]
![]()
[/p][p]This was a lot of progress in 2 weeks and I'm really happy with it. The next 2 weeks will focus on improving player customization. And with these closing words one more feature scooted itself into the devlog…[/p][p]- Saia[/p][p]
![]()
[/p][p]
Scooting[/p][p][/p]
Ending words
[p][/p][p]That's it! I hope I can pick up the pace again with devlogs, there hasn't been a new one in a month. But the Steam page launch has kept me busy. See you soon![/p][p]Much love