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Heyo thanks for the updates they are awesome :3

id like to give some ideas which i think are either easy or something you guys might want to do in the future.
Easiest to hardest.

-Adding watches and time: Not necessarily about adding day and night since it involves so much graphics designing. Adding time is like preparations for day and night and other kinds of implementations involving time.

-Adding scroll to switch among the features of the hammer. I do not mean replacing the current feature swapping code but just adding scroll so that it would be faster and easier to switch between functions of the hammer.

-adding poison status effects that decrease health for a short period of time via eating spoiled food and sea water.

-setting freshness limits for food.

-door frames and doors.

-adding floating plastics and styro as new items.

-adding coolers, this is fairly easy since we have storages so why not copy the code and as for the recipe one storage + 6 styro pieces, in addition add a slot that allows ice to run as fuel when accessing the cooler. so that while the ice is there the freshness limit of foods wont go down but the the timer for the ice will deplete until it melts into waste.

-making the shark sleep at night, this holds true for all fish that at night they sleep.

-adding 2 new entities that spawn at night and disappear by day.

+ghost boat i think you could just copy the ai of the shark but when it latches on the raft it wont do damage but remain stuck. also allow it to give cold ecoplasmic cubes that can be used for coolers when the ghost boat gets hit by spears.

+Ghost pirate a entity that rides the ghost boat until the boat latches on the raft thus the pirate boards the raft and kills the player. Drops eco cubes for coolers :)

-swords left mouse to attack and right to block (ghost pirate can use the attack patterns and style based on the player wielding swords)

-lastly day and night scenes

i hope theses ideas may help you guys out for your next update in the future ^^

to help with the idea for freshness limit, make use of time, let there be a base time in which will increment as the you play, now when you pick up foods that can spoil let this be a trigger, the moment its about to be in the inventory it will collect the current time it was made n depending on what it is let it also have a independent variable that will state how long it will last, each item that can spoil will have 2 variables which is date picked up and life span. With this, add a code before eating items (poison player=((current time- date picked)>=life span of item)?activate:inactive). if you do it like this you dont have to use counters to count the time before the item expires and it will save ram speed especially with many items, now dont worry about stack just let the stack use fifo(first in first out) using picked up date variable, now how to tell if item is spoiled? my guess is that you add a new function when holding items that can be eaten and with that function it will give "appraisal" in which a window that shows the status of item will be viewed while holding the key that activates the appraisal function. In my opinion use hold right mouse button to show item appraisal window. i hope this helps.