ID:153654
 
I havent tried this yet, I will later.

I wanna incoperate fishing into a game. Playeres will need the skill "fishing" and will also require a fishing rod.

When the player is by water they can use the fishing rod command "fish" and then the program does a random sleep from anywhere from 0 to 100 seconds, after that it does a random check to see if the player catches anything or not, if so it does another random check to see what kind of fish and then makes the bobber icon move, then the player has to hit fish again to catch it, if they wait more then 10 seconds they loose the fish.

What do you think?
I love it. Usually people just have the mob locked down, and it just randomizes if you catch a fish or not, with a simple "You caught a fish" message. I like that you have to actually watch. You may want to have another choice in one of those random things, to see of the fish just stole your bait. :P

I'd also lower the 10 second wait to maybe 5 seconds.

Good thinkin'.

~>Volte
In response to Volte
I agree, that idea is hilarious, I would love to see random things... who knows, maybe a shark came up and ate the fish that you caught... lol! Well, it sounds like you're doing some nice work. Keep it up!

Jowster
Also, how good your rod and line is should depend on weather a big fish will break your line or rod, a broke rod makes you need a new one, a broke line can only last so long, before its brokin into to many small pieces
I would try adding variables for the fishes weight and kind of fish in to. If its a bigger fish or hastyer fish it more than likly will snap you line in too. Might want to look into a tension bar and get rid of the bobber. Not all people use bobbers you know.

And fishing systems are apart of what I like to call the domino-skill theory. If u have fishing more than likely you'll need a cooking system to cook the fish. And a wood choping system to get the wood for the fishing pole. And a carpentry skill for making the fishing pole from the wood. And a .... so on so forth.
In response to Green Lime
Green Lime wrote:
And fishing systems are apart of what I like to call the domino-skill theory. If u have fishing more than likely you'll need a cooking system to cook the fish. And a wood choping system to get the wood for the fishing pole. And a carpentry skill for making the fishing pole from the wood. And a .... so on so forth.

Or you can buy made fishing poles from a shopkeeper. Or maybe you just find it on the ground.=P
Shades wrote:
I havent tried this yet, I will later.

I wanna incoperate fishing into a game. Playeres will need the skill "fishing" and will also require a fishing rod.

When the player is by water they can use the fishing rod command "fish" and then the program does a random sleep from anywhere from 0 to 100 seconds, after that it does a random check to see if the player catches anything or not, if so it does another random check to see what kind of fish and then makes the bobber icon move, then the player has to hit fish again to catch it, if they wait more then 10 seconds they loose the fish.

What do you think?

Randoms... yummy... Sounds like a great idea, combinding randoms like that I mean^_^.


-Camaro-
In response to Whoknows
Besides Shades, who's going to make the system...
Who knows?
The time (as mentioned) should be a lot less than 10 seconds. The time should also be random, influenced partly by the size, strength, and craftiness of the fish -- smart, strong, and big fish take a lot more effort to catch than stupid, weak, and small fish.

One other thing you might try to factor in is the fact that fishing usually involves the fisher and the fish fighting against one another -- the fisher is trying to tire out the fish, whereas the fish is trying to break the line or get off of the hook and escape. If the fisher pulls too hard (i.e. taps the 'fish' command too many times), the line will snap: the fish is still very strong and overwhelms the tension of the line. On the other hand, if the fisher doesn't tap 'fish' enough, the fish won't get tired, will lose tension on the line, and will be able to slip off of the hook. To win, the fisher has to maintain an accurate amount of tension on the line, letting out slack when the fish pulls hard, and drawing slack in when the fish starts to get exhausted, applying enough force to tire out the fish without snapping the line.

Of course, with that amount of complexity, you might as well just make it a fishing game. =)
In response to Spuzzum
Spuzzum, wouldn't that be putting randoms ontop of randoms? That's no good :(
In response to LlllllL
Since when is randomness not a good thing? There's a whole branch of science devoted to chaos theory.

Determinism has its places, but it only appears rarely in games. =)
In response to Spuzzum
Wow thanks people! I just came back from vacation!

Im a newbie, but Im gonna try hard on that, and if the demo works. Ill work on somehting more complex to play more like legend of the river king. With weights, lures and more.

About the random thing? Isnt life random? :D
In response to Shades
Idk think it should be completely random. I think it should be like 1 area has more of a chance of bigger fish and stuff.

Wow...I had no idea you were a newbie. That's pretty good.