I'm currently working on a sea simulation/trade simulation and am starting the work on the fishing system. I need some ideas on a unqie challenging way to catch the fish. None of that click the fish verb and activate sleep for about 500 ticks then do a little rand(1,2) setup. That's way too simple and just easy! I want it to be a challenge. Here's my design that's glued into my noggin, maybe you can add something or think up a totally new design.
My design works like this. You cast your line out, your player is now holding a rod, is facing out the side of the boat or pier and in the water is your line. In the water (which is layered over the real fish that move, and have choices like real fish) the fish are moved around in a loop, and every now and then a proc is ran for the fish to check for any food. After this the fish is run into two choices depending on how hungry he is, and what he eats. He can go for the food, or fish away. Now let's say hes hungry and goes for the food, which is part of his normal everday grub. The fish would now swim toward the generated line next to the fisher man and stay there in a locked position unable to move. An alert comes up on the fishermen's screen. He is told to click the Set Hook button to set the hook in the fishes jaw and once that is done he is taken through stages of weather to reel in, add/subtract drag, cut the line, etc. During the act of reeling in their will be a tension meter. Every reel toward the fishermen will add tension depending on drag. If the drag is low, the tension will break the line. If the tension is medium, the fish and the fishermen have their share of tension, and if it's low the fish has plently of time to move. Once you reel in the fish has two choices, stay and be reeled in, or try to retreat. After his attempt it's back to the fishermen in a turnbased struggle. Once caught the fish is measured and if the right size you can release or keep him. If he is not then you are forced to realease him.
Thanks for any help. :)
ID:153269
![]() Aug 5 2004, 2:29 pm
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Alerts are bad. I'd say you should have the line controlled by the arrow keys, and have all of the features (except for cutting the line) controlled by the arrow keys.
However, since it's a turn-based system, an alert system wouldn't be *entirely* horrible. But fishing isn't as much of a struggle if you can make it a sort of science instead of a fast-paced combat where pretty much anything can happen while the fish fights for its life. (I'm severely biased towards real-time fishing.) |
Maybe you can give the person options like real in a little, tug left, tug right, etc..
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FenrirXIII wrote:
The fish should have a stat of strength, and that strength determines how much pull they can do on the line. I only say this because I didnt catch in your post that it really stated what determines how much drag each fish has...Or, if not strength, Probably the fish's weight would do just as good. One thing that should be added is a stamina var that decides how much more punishment the fish and the fisherman can take before being exhausted and giving up.(Reference on other possible reason later.) Another thing you can add in would be an adrenaline var that gives a little extra boost to how hard the fish(erman) fights for a short time. ie: The fish has almost got away, and the fisherman can feel the fishing line get ready to snap, as can the fish can feel the line pulling on its jaw (or whatever it is that gets hooked.) In a last ditch attempt to get free the fish musters all of its strength to try and get away. if the fish fails, it is then brought down to a 0 (or lower depending on how you do things) stamina and must wait for it to return back to a higher number before it can fight again. ie2: The fish is almost completely reeled in, but it is starting to put up a really good fight and the fisherman doesn't want to lose his catch, so he goes all out and reems on the fishing pole to try and hook the fish into retardation causing the fisherman to drop in stamina as the fish in the previous example. Hope you like the ideas. --§-- |
He can go for the food, or fish away. <------Fish on the brain? :P