Hello to the old and young fishers ! ! !
I have a new small update on the way. Nothing crazy. I was originally going to post this on Halloween last year since the whole premise of this update was originally an enemy update. But I just got lazy with creating assets, so this update isn't ready yet. And Because no build is getting pushed yet, this will be my first Dev post. I feel like having a history of the game progress even if its not an update would be important to have. Even if no one plans on reading these.
Going back to early October, i was working on a new Enemy species, Remora. So far I haven't decided on the art direction so creating a new asset for an enemy yet just doesn't feel right. I will post some ideas on what I want Remora to look like, but these are all TBD on. So right now Remora is just a white square rectangle.
Remora
The real species Remora, also called sharksucker, are the Oceans hitch hikers. They are often seen hanging around /stuck on Sharks. They have an sucker appendage that's used for sticking themselves onto fish bigger than them.
With this in mind, I wanted to create a new Enemy that used that ability.
Since Guppys are way to small for a Remora to attach to, the only thing bigger is the player. More specifically, the player's mouse. (Just go with it, but do you get it? Its cause i'm referencing the real player's mouse.)
Remoras want to get around the tank, only way for them to do so is to hitch a ride on the players mouse. If a Remora gets attached to the players mouse, they gain a 10% debuff on their mouse.
Now, you're wondering how thats going to look like. Its pretty simple. the mouse just moves slower, so the player has to move the mouse farther, which takes more effort from the player.
Just like in real life, Remoras are heavy and slow down Sharks if too many are attached.
If too many Remoras are attached to the players mouse, the player loses the ability to move their mouse until they are able to get rid of them.
Since they are an enemy, the player just needs to shoot them (press Left Click)
Now, to make this work, I needed to make it so a mouse could slow down. The only answer is a virtual mouse. I had to go into a giant rabbit whole just to figure out how to build a simple virtual mouse cause all the stuff on it was updated, but the docs weren't. Which caused issues their, But eventually I got it to work. The tdlr is that i'm thankful that Unity has libraries, but i'm extra thankful that discussion posts are a thing.
So back to Remora, the only thing they do is attach to your mouse. Causing it to slow down by a flat percentage. So if you have one of those fancy mice that can edit its DPI real quick, its still going to feel a bit sluggish, unless you increase the DPI enough, so that could be an easy hack for some people. But it doesn't end there cause If more Remoras get attached your mouse, then that percentage starts to add up. Eventually if you have enough Remoras attached, your mouse will seas to move, badAMchu🥁.
Hopefully the next Enemy I add doesn't have this many issues with a simple mechanic. But thank you for reading this, don't know if anybody reads these. But I like to write them out just to have a history on what I've build up to now. I am a bad writer so don't expect Givincy.
As of right now, I'm putting enemies on hold cause I'm starting to realize that enemies shouldn't be the main focus of the game. They do make it interesting, but i want to add difficulty to the game in different ways. I'm thinking of the Candy Crush method of difficulty. Like adding barriers or some sort of extra puzzle step that gives a different experience per level.
Here are some ideas for Remora. First art direction i have for the enemies is going the liminal space/ backrooms vibe. I keep forgetting what it's called I know it has a name. It's something line _core anyways.

The second idea is just treating them like the original game. Just a angry Remora.

Third Idea is going with a Nintendo fishing game idea. The one that was on the Wii Play game. Where all the fish are 2d images. Kinda looks like vector art but not really.

I know these are all bad drawings, and designs, but idc. This is just idea, but even then i still don't know what Remora, or more specifically all the enemies will look like yet.
And now, a word from patch notes:
no
