Designing Fishing (Part 1 - Animations)
If anyone ever tells you that you will not use Math much in your "real life", just point them to Game Dev where everything is Math😅. That is where I found myself this week as I started working on the game's fishing system. I knew I wanted the system to be very dynamic, with different lures, lots of fish and treasure to catch and a minigame (other than just waiting for a bobber to move). But before I could jump into those fun gameplay elements I needed to create the animations. Right away I knew I wanted the casting distance to be dynamic later on, so the fishing line needed to be dynamic. The game is built in Unity, so I used a line renderer and a script I found in a rope bridge tutorial (shoutout to Jasony for the great tutorial ). After that came a lot of Math to work out the reflections for both the bobber and the fishing line. Moonhaven uses sprites flipped on the Y axis combined with a shader to create the reflections in the water. Here the tricky part was properly ...