Bigass Commit, playtesting might be nice #1

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opened 2026-06-03 05:31:10 +02:00 by abgit · 6 comments
Owner

Sooo this is a huge commit I feel like, I changed a lot of stuff but mainly related to the fishing minigame

Changelog :

  • Added fishing interface :
    reeling bar, hitting point, fishing pole animation, caught fish texture and button to hide it and keep on fishin'

  • Added Global variables for multipliers/attributes that will be changed by cards
    Incorporated those variables in the fishes behaviors, fishing mini game and fish spawning.

  • Added fishing line max length
    When casting (doesnt cast)
    When reeling (checks for line HP and breaks if 0)

  • Added a function in game interface and corresponding signal to play a sfx once
    (UserInterface.playFxOneShot, takes string path of sfx as parameter)

  • Better reset of hook :
    Forgot to remove the coordinates from the GameGlobals.lurePosition before, so fishes would bite a non-existant hook after fishing had been cancelled or succeeded)
    Set GameGlobals.isHookFree to true and GameGlobals.lureValidAndCast = false when fishing ends or cancelled (fishes would not bite after fishing once).

  • Reduce time between spawning/despawning fishes event
    from 15 to 10 seconds Mostly for debugging but would like your input on this time interval

  • Increase probability of fish spawning
    From 30 to 40% : I would find myself struggling to bait a fish as too much despawned and not enough spawned

  • Remove start menu settings panel and replace it with pause menu :
    Volume sliders and labels would be inconsistent with pause menu ones, and this is the easiest way to fix : settings button now opens pause menu instead of a lookalike

  • Update fish texture sheet to be more consistent :
    small fishes at the bottom and not spread throughout the sheet

Now I think we need to playtest a lil bit to :

  • Find a sweet spot for the fish spawn/despawn rate and frequencies
  • Find a sweet spot for the fishing minigame stats :
    • Progress bar loading and unloading speed,
    • Hitting bar width (it's a Line2D so it's .width but more like thickness)
    • Reeling distance
    • Fleeing Distance
  • Start thinking about numbers for what the boss asks of us (like is it a number of fishes or a weight total, and depending, how many fishes or how much weight.)
Sooo this is a huge commit I feel like, I changed a lot of stuff but mainly related to the fishing minigame # Changelog : - **Added fishing interface :** _`reeling bar, hitting point, fishing pole animation, caught fish texture and button to hide it and keep on fishin'`_ - **Added Global variables for multipliers/attributes that will be changed by cards** _`Incorporated those variables in the fishes behaviors, fishing mini game and fish spawning.`_ - **Added fishing line max length** _`When casting (doesnt cast)`_ _`When reeling (checks for line HP and breaks if 0)`_ - **Added a function in game interface and corresponding signal to play a sfx once** _`(UserInterface.playFxOneShot, takes string path of sfx as parameter)`_ - **Better reset of hook :** _`Forgot to remove the coordinates from the GameGlobals.lurePosition before, so fishes would bite a non-existant hook after fishing had been cancelled or succeeded)`_ _`Set GameGlobals.isHookFree to true and GameGlobals.lureValidAndCast = false when fishing ends or cancelled (fishes would not bite after fishing once).`_ - **Reduce time between spawning/despawning fishes event** `from 15 to 10 seconds` _Mostly for debugging but would like your input on this time interval_ - **Increase probability of fish spawning** _`From 30 to 40% : I would find myself struggling to bait a fish as too much despawned and not enough spawned`_ - **Remove start menu settings panel and replace it with pause menu :** _`Volume sliders and labels would be inconsistent with pause menu ones, and this is the easiest way to fix : settings button now opens pause menu instead of a lookalike`_ - **Update fish texture sheet to be more consistent :** _`small fishes at the bottom and not spread throughout the sheet`_ ## Now I think we need to playtest a lil bit to : - Find a sweet spot for the fish spawn/despawn rate and frequencies - Find a sweet spot for the fishing minigame stats : - Progress bar loading and unloading speed, - Hitting bar width (it's a Line2D so it's .width but more like thickness) - Reeling distance - Fleeing Distance - Start thinking about numbers for what the boss asks of us (like is it a number of fishes or a weight total, and depending, how many fishes or how much weight.)
abgit changed title from Bigass Commit, playtesting might be required to Bigass Commit, playtesting might be nice 2026-06-03 05:33:27 +02:00
Owner

My thoughts after playing four in-game days

  • I didn't like changing inputs between casting and the minigame, I think I would have liked to have the option of doing everything with the mouse (+ we should make visual cues for inputs)
  • The reeling casting distance is short but then it would feel great to expend it with updates. (Especially if valuable fishes tend to stay away from the dock)
  • It's a shame that the minigame bar is so far away from the fisherman because we really don't see the whole reeling action. I think the bar and the fishing rod should be smaller and next to the fisherman so he and the fish are the focus of the scene and not just the bar (+ I need to do the tilemap so the whole scene looks more balanced)
  • Maybe this would be solved with my previous note but it would be nice to be able to know how well your hit was in the minigame
  • The minigame lacks diversity. I think it should be shorter for smaller fishes and longer if the fish is really big. And maybe the speed of the progress bar should be quicker for really big fishes or small valuable fishes. Depending on what makes a fish valuable. Basically, the length and difficulty of the minigame should reflect the value of the fish. As it is, for most fishes the minigame feels a bit long. Maybe bigger fishes flee farther also. And use updates to make it all easier.
  • Hitting bar size is really nice. Upgrades could make it bigger but really it's the perfect ratio I think
  • If the god requests a weight of fish rather than a number, then you could choose to either focus on big fishes, they take longer but are very heavy or focus on small fishes that get into your basket quickly. Or do both and every fish feels different.
  • In the morning there is usually less than 10 fishes. They pop in and out in a way that fills natural and very nice, very peaceful. But quickly I think the pond becomes overcrowded with more than 25 fishes. It feels too much, at least without an incredible lure that makes them spawn quicker. I think max 15 fishes in the pond should be good
  • For three of the four days I counted the number of fishes I got. 15, 13 and 14 fishes, with not much pause between throws. It felt like a good number though maybe a bit much for the start of the game. In the morning I had to wait a little bit for a fish to bite and it felt natural but pretty quickly I only had to wait a second before the minigame started. It was fun but I think too efficient for the start of the game, with no update on the lures.
  • make cuter fish display

And I was wondering if you can fail to catch a fish?

But overall, it was a really pleasant experience. The music is really nice and it would be a cool chill game to play while listening to an audiobook.

XO XO
Gossip Girl

My thoughts after playing four in-game days - I didn't like changing inputs between casting and the minigame, I think I would have liked to have the option of doing everything with the mouse (+ we should make visual cues for inputs) - The ~reeling~ casting distance is short but then it would feel great to expend it with updates. (Especially if valuable fishes tend to stay away from the dock) - It's a shame that the minigame bar is so far away from the fisherman because we really don't see the whole reeling action. I think the bar and the fishing rod should be smaller and next to the fisherman so he and the fish are the focus of the scene and not just the bar (+ I need to do the tilemap so the whole scene looks more balanced) - Maybe this would be solved with my previous note but it would be nice to be able to know how well your hit was in the minigame - The minigame lacks diversity. I think it should be shorter for smaller fishes and longer if the fish is really big. And maybe the speed of the progress bar should be quicker for really big fishes or small valuable fishes. Depending on what makes a fish valuable. Basically, the length and difficulty of the minigame should reflect the value of the fish. As it is, for most fishes the minigame feels a bit long. Maybe bigger fishes flee farther also. And use updates to make it all easier. - Hitting bar size is really nice. Upgrades could make it bigger but really it's the perfect ratio I think - If the god requests a weight of fish rather than a number, then you could choose to either focus on big fishes, they take longer but are very heavy or focus on small fishes that get into your basket quickly. Or do both and every fish feels different. - In the morning there is usually less than 10 fishes. They pop in and out in a way that fills natural and very nice, very peaceful. But quickly I think the pond becomes overcrowded with more than 25 fishes. It feels too much, at least without an incredible lure that makes them spawn quicker. I think max 15 fishes in the pond should be good - For three of the four days I counted the number of fishes I got. 15, 13 and 14 fishes, with not much pause between throws. It felt like a good number though maybe a bit much for the start of the game. In the morning I had to wait a little bit for a fish to bite and it felt natural but pretty quickly I only had to wait a second before the minigame started. It was fun but I think too efficient for the start of the game, with no update on the lures. + make cuter fish display And I was wondering if you can fail to catch a fish? But overall, it was a really pleasant experience. The music is really nice and it would be a cool chill game to play while listening to an audiobook. XO XO Gossip Girl
Author
Owner

I'll update this comment as I go, striking text that is made no longer relevant by future commits :

@cahdmus wrote in #1 (comment):

  • I didn't like changing inputs between casting and the minigame, I think I would have liked to have the option of doing everything with the mouse (+ we should make visual cues for inputs)
  • The casting distance is short but then it would feel great to expend it with updates. (Especially if valuable fishes tend to stay away from the dock)
  • It's a shame that the minigame bar is so far away from the fisherman because we really don't see the whole reeling action. I think the bar and the fishing rod should be smaller and next to the fisherman so he and the fish are the focus of the scene and not just the bar (+ I need to do the tilemap so the whole scene looks more balanced)
  • Maybe this would be solved with my previous note but it would be nice to be able to know how well your hit was in the minigame
  • The minigame lacks diversity. I think it should be shorter for smaller fishes and longer if the fish is really big. And maybe the speed of the progress bar should be quicker for really big fishes or small valuable fishes. Depending on what makes a fish valuable. Basically, the length and difficulty of the minigame should reflect the value of the fish. As it is, for most fishes the minigame feels a bit long. Maybe bigger fishes flee farther also. And use updates to make it all easier.
  • Hitting bar size is really nice. Upgrades could make it bigger but really it's the perfect ratio I think
  • If the god requests a weight of fish rather than a number, then you could choose to either focus on big fishes, they take longer but are very heavy or focus on small fishes that get into your basket quickly. Or do both and every fish feels different.
  • In the morning there is usually less than 10 fishes. They pop in and out in a way that fills natural and very nice, very peaceful. But quickly I think the pond becomes overcrowded with more than 25 fishes. It feels too much, at least without an incredible lure that makes them spawn quicker. I think max 15 fishes in the pond should be good
  • For three of the four days I counted the number of fishes I got. 15, 13 and 14 fishes, with not much pause between throws. It felt like a good number though maybe a bit much for the start of the game. In the morning I had to wait a little bit for a fish to bite and it felt natural but pretty quickly I only had to wait a second before the minigame started. It was fun but I think too efficient for the start of the game, with no update on the lures.

And I was wondering if you can fail to catch a fish?

--> Yes you can but at the moment the only way is to full miss all your shots in a row, until the line gets too long and breaks, thus releasing the fish if the fish flees or you miss too much

I'll update this comment as I go, striking text that is made no longer relevant by future commits : @cahdmus wrote in https://git.pipicaca.online/abgit/UGJ128/issues/1#issuecomment-36: > * ~I didn't like changing inputs between casting and the minigame, I think I would have liked to have the option of doing everything with the mouse~ (+ we should make visual cues for inputs) > * ~The casting distance is short but then it would feel great to expend it with updates. (Especially if valuable fishes tend to stay away from the dock)~ > * ~It's a shame that the minigame bar is so far away from the fisherman because we really don't see the whole reeling action. I think the bar and the fishing rod should be smaller and next to the fisherman so he and the fish are the focus of the scene and not just the bar (+ I need to do the tilemap so the whole scene looks more balanced)~ > * ~Maybe this would be solved with my previous note but it would be nice to be able to know how well your hit was in the minigame~ > * ~The minigame lacks diversity. I think it should be shorter for smaller fishes and longer if the fish is really big. And maybe the speed of the progress bar should be quicker for really big fishes or small valuable fishes. Depending on what makes a fish valuable. Basically, the length and difficulty of the minigame should reflect the value of the fish. As it is, for most fishes the minigame feels a bit long. Maybe bigger fishes flee farther also. And use updates to make it all easier.~ > * ~Hitting bar size is really nice. Upgrades could make it bigger but really it's the perfect ratio I think~ > * ~If the god requests a weight of fish rather than a number, then you could choose to either focus on big fishes, they take longer but are very heavy or focus on small fishes that get into your basket quickly. Or do both and every fish feels different.~ > * ~In the morning there is usually less than 10 fishes. They pop in and out in a way that fills natural and very nice, very peaceful. But quickly I think the pond becomes overcrowded with more than 25 fishes. It feels too much, at least without an incredible lure that makes them spawn quicker. I think max 15 fishes in the pond should be good~ > * For three of the four days I counted the number of fishes I got. 15, 13 and 14 fishes, with not much pause between throws. It felt like a good number though maybe a bit much for the start of the game. In the morning I had to wait a little bit for a fish to bite and it felt natural but pretty quickly I only had to wait a second before the minigame started. It was fun but I think too efficient for the start of the game, with no update on the lures. ___ > And I was wondering if you can fail to catch a fish? --> Yes you can ~but at the moment the only way is to full miss all your shots in a row, until the line gets too long and breaks, thus releasing the fish~ if the fish flees or you miss too much
fbouju self-assigned this 2026-06-03 17:10:32 +02:00
fbouju removed their assignment 2026-06-03 17:10:40 +02:00
Owner

Brain Dump

Bug

During the reeling minigame, I instinctively pressed Space.

I had clicked a button just before, so Space triggered the same button again and broke the minigame.

I think the pond scene should catch all input events and decide what to do with them itself. That would prevent weird interactions like this from happening.


Playtest

I'll add more notes here as I keep testing.

The reeling minigame feels awesome. A few ideas that seem pretty easy to implement and could tie into cards:

  • The fish could constantly try to escape at a certain speed. I think it would look better visually and add a bit more tension.

    • This could be tied to a card like Slowness (fish escape more slowly).
    • We could also add a timer alongside the line-breaking mechanic that's already in place.
    • Another card, Slow Fisher, could give you more time before the fish escapes.
  • The last few pulls of the line can feel a little bit bad !

  • I agree with @cahdmus on the other topics.

For the reeling game you can just spam space and it will catch the fish no matter how well you do !

# Brain Dump ## Bug During the reeling minigame, I instinctively pressed Space. I had clicked a button just before, so Space triggered the same button again and broke the minigame. I think the pond scene should catch all input events and decide what to do with them itself. That would prevent weird interactions like this from happening. --- ## Playtest I'll add more notes here as I keep testing. The reeling minigame feels awesome. A few ideas that seem pretty easy to implement and could tie into cards: * The fish could constantly try to escape at a certain speed. I think it would look better visually and add a bit more tension. * This could be tied to a card like **Slowness** (*fish escape more slowly*). * We could also add a timer alongside the line-breaking mechanic that's already in place. * Another card, **Slow Fisher**, could give you more time before the fish escapes. * The last few pulls of the line can feel a little bit bad ! * I agree with @cahdmus on the other topics. # For the reeling game you can just spam space and it will catch the fish no matter how well you do !
Author
Owner

Same as with Cahdmus' comment, I'll update this one as we go

@fbouju wrote in #1 (comment):

Brain Dump

Bug

During the reeling minigame, I instinctively pressed Space.

I had clicked a button just before, so Space triggered the same button again and broke the minigame.

I think the pond scene should catch all input events and decide what to do with them itself. That would prevent weird interactions like this from happening.

Playtest

I'll add more notes here as I keep testing.

The reeling minigame feels awesome. A few ideas that seem pretty easy to implement and could tie into cards:

* The fish could constantly try to escape at a certain speed. I think it would look better visually and add a bit more tension.

  • This could be tied to a card like Slowness (fish escape more slowly).
  • We could also add a timer alongside the line-breaking mechanic that's already in place.
  • Another card, Slow Fisher, could give you more time before the fish escapes.
  • The last few pulls of the line can feel a little bit bad !
  • I agree with @cahdmus on the other topics.

For the reeling game you can just spam space and it will catch the fish no matter how well you do !

Same as with Cahdmus' comment, I'll update this one as we go @fbouju wrote in https://git.pipicaca.online/abgit/UGJ128/issues/1#issuecomment-40: > # [](#brain-dump)Brain Dump > ## [](#bug)Bug > ~During the reeling minigame, I instinctively pressed Space.~ > > ~I had clicked a button just before, so Space triggered the same button again and broke the minigame.~ > > ~I think the pond scene should catch all input events and decide what to do with them itself. That would prevent weird interactions like this from happening.~ > > ## [](#playtest)Playtest > I'll add more notes here as I keep testing. > > The reeling minigame feels awesome. A few ideas that seem pretty easy to implement and could tie into cards: > > ~* The fish could constantly try to escape at a certain speed. I think it would look better visually and add a bit more tension.~ > > * This could be tied to a card like **Slowness** (_fish escape more slowly_). > * We could also add a timer alongside the line-breaking mechanic that's already in place. > * Another card, **Slow Fisher**, could give you more time before the fish escapes. > * ~The last few pulls of the line can feel a little bit bad !~ > * I agree with @cahdmus on the other topics. > > # ~[](#for-the-reeling-game-you-can-just-spam-space-and-it-will-catch-the-fish-no-matter-how-well-you-do)For the reeling game you can just spam space and it will catch the fish no matter how well you do !~
Author
Owner

@fbouju wrote in #1 (comment):

  • We could also add a timer alongside the line-breaking mechanic that's already in place.

Since the fishes slowly flee away when you don't reel them in, a timer is kind of implied and tied to the fishing line length, you think it's good enough ?

@fbouju wrote in https://git.pipicaca.online/abgit/UGJ128/issues/1#issuecomment-40: > * We could also add a timer alongside the line-breaking mechanic that's already in place. Since the fishes slowly flee away when you don't reel them in, a timer is kind of implied and tied to the fishing line length, you think it's good enough ?
Author
Owner

Closing this for my OCD but I'll add the suggestions to issue #5

Closing this for my OCD but I'll add the suggestions to issue #5
abgit closed this issue 2026-06-10 01:28:22 +02:00
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