Finishing the fishing mini-game
This week Flap Demon was submitted to Steam, and with that I can jump back to Dragon Creek. As such this week I managed to complete the defense mini-game: a fruit-ninja style fishing game where your success is based on the percentage of fish you click during the game.
The dragons also weren't getting sick when starving for several days. So I made the dragon get more sickness points while unclean, starving, or sleep-deprived. Now it should kick in about 2 days after a bar goes to zero. I may make this more severe later, but sickness does put a dragon out of commission for some time so I'm hesitant to make it occur often.
There was a lighting bug where the shader wouldn't adjust the textile size of the bloom when moving between rooms, as the textile size was only calculated the first time it was created. When going to a small room, everything would get blocky and blurry lighting. Now it sshould update the textile size more often.
I'm considering releasing in early access, as I do want to get a lot more community feedback on the game to make it enjoyable. Having people vote on new dragons would be fun as well. I'm not a huge fan of early access( I've been burned by it) but player feedback would be appreciated. IDK. Let me know what you think!
Dragon Creek
A dragon raising sim where every dragon is procedurally generated
Status | In development |
Author | Rekkeld |
Genre | Simulation, Role Playing |
Tags | Character Customization, Dragons, minigames, Pixel Art, Procedural Generation, Singleplayer, training |
More posts
- Dragon Creek is in Early Access!Jan 31, 2021
- Patch Notes v24Jan 24, 2021
- Dragon Creek Demo V18Jan 17, 2021
- Dragon Creek Demo Week One ReviewJan 10, 2021
- Dragon Creek Patch Notes 1/6/2021Jan 06, 2021
- Dragon Creek Demo Patch Notes 1/5/2021Jan 05, 2021
- Dragon Creek: A New Year!Jan 03, 2021
- Dragon Creek Demo Patch Notes 12/31/20Jan 01, 2021
- Dragon Creek: Sounds and MusicDec 27, 2020
- Dragon Creek Update 12/19/20 (Demo Soon!)Dec 20, 2020
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