Link: Fish1.o by Crystaleech

Fish Differences:

  • Implemented three distinct fish types: Square Fish, Cylinder Fish, and Capsule Fish.
  • Each type of fish has a unique sprite, spawning zone based on the rod's angle, and a specific length measurement range.
  • Adjusting the progress bar's fill rate and the maximum progress needed for success added variations in the catching difficulty, making certain fish harder to catch than others.

Game Ending and Summary Panel:

  • Implemented an end-game panel that appears when the timer runs out, showing the total fish caught, a breakdown by type, and the longest fish caught in the session.
  • Provided an option to restart the game using the space key, simplifying the user experience when restarting a session.

Inventory System: Creative Portions 

The inventory system implemented is designed to track and display all the fish caught by the player. 

  1. Real-Time Updates:
    • A fish is automatically added to the inventory each time it is caught.
    • The inventory slots are dynamically created and filled with the corresponding fish sprite and size label (S/M/L) based on the length of the fish caught.
    • The system supports different types of fish (e.g., Square Fish, Cylinder Fish, Capsule Fish), with each type being represented with unique sprites and data.
  2. Interactive Inventory Navigation:
    • The inventory system is accessible via the keyboard since mouse input is disabled in your game. Players can open the inventory using the '1' key and navigate through the slots using the WASD keys.
    • Selected slots are highlighted with a distinct color (yellow), providing visual feedback to the player about which item is currently selected.
    • The inventory displays a detailed panel when a fish is selected, showing the fish type, length in centimeters, and size classification (small, medium, large).
  3. Fish Size Classification:
    • Fish caught are categorized into sizes (S, M, L) based on their length. Each fish type has predefined minimum and maximum lengths, which determine the size classification.
    • The size label (S/M/L) is shown directly on the inventory slot, giving players a quick glance at their catch details.
    • The system uses a random generator to determine the length of each caught fish within the set range for that type, adding variety and surprise to each catch.
  4. Inventory Slot Creation:
    • The inventory system is built with a flexible slot prefab structure, where each slot has an image for the fish icon and a text label for the size.
    • As fish are added, new slots are instantiated within the inventory panel. These slots are populated with the corresponding fish data, making it easy to expand and organize.


Published 11 days ago
StatusReleased
PlatformsHTML5
AuthorCrystaleech
Made withUnity

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