This project was an excellent deep dive into Unity’s visual scripting, helping me expand my toolset and applying my previous knowledge in programming to a new environment

Of Fish & Fog was also great practice in making a game from start to finish by myself and helped me understand how all the different pieces of game development fit together.

Project Roles:

  • Lead Programmer

  • Lead Designer (UI, Level, Mechanics, Story)

  • Creation of 2D and 3D Art Assets

  • Particle Effects

  • Post Processing

  • Audio


Fishing Mechanic

Short Explanation:

  • The player casts the fishing pole and the game checks to see if it landed in water. Switch player to fishing mode.

  • Fish moves to random points around the bobber.

  • A bar fills on the side when the bobber is over the fish. The fish is caught when the bar is full.

The player can toggle the fishing mode by casting their bobber into any body of water. Additional work behind the scenes includes disabling the player’s movement, saving the camera’s transforms, and then moving the camera above where the bobber landed.

The fish is controlled by generating a random point around the player’s bobber position. When the fish reaches this location, it then chooses a new point and the cycle repeats.

While the bobber is positioned over the fish a meter ticks up on the right of the screen. When the bar is full, the fish is caught and it disappears adding to the player’s total fish count. Catching fish is required to advance NPC quests.

This creates a fun back and forth where the player and fish are constantly chasing each other down, but seem to keep barely missing each other.


NPC Dialogue
& Quests

Short Explanation:

  • NPC quests progress gameplay.

  • Dialogue that gets shown to the player is represented with two indexes.

  • Major events progress dialogue and change the game world

The game’s progression is based on the advancement of NPC quests. These quests are progressed by catching fish.

The NPC’s have dialogue that progress as the player advances the game. Ex: talking to that NPC and/or catching a fish.

Their dialogue is stored in a nested string array set up in the format : [majorIndex, minorIndex]

When talking to the NPC normally, the game loops through the minor index, repeating each loop.
Major index is incremented by one when the player makes progress, offering a new string of dialogue for the player to read through.


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Mystery Meat

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Through the Winter