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Gone Fishin’

Gone Fishin’. An iGDD Production. Brought to you by:. Isaac Cho Nicholas Crook Hunter Hale Jasper Land Laura Vandivier Executive Producer Dr. G. Michael Youngblood. About Gone Fishin’. We set out to create a whimsical fishing game.

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Gone Fishin’

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  1. Gone Fishin’ An iGDD Production

  2. Brought to you by: • Isaac Cho • Nicholas Crook • Hunter Hale • Jasper Land • Laura Vandivier • Executive Producer Dr. G. Michael Youngblood

  3. About Gone Fishin’ • We set out to create a whimsical fishing game. • Players would be able to move around on a map and select where to fish. • The game was to be a loose translation of Laura Vandivier’s fishing game.

  4. How to Play • Players move their boat on an overhead map to where fish appear. • When fishing, players land the fish by correctly completing a rhythm sequence. • If a player waits too long in the rhythm sequence, the fish escapes.

  5. About the Fish • There are four sizes of fish in the lake. • Small • Medium • Large • Huge! • The bigger the fish, the longer the rhythm sequence.

  6. Design • We wanted more interaction than random number generation to determine whether the player caught a fish. • After many ideas, we decided to use a rhythm-based style where the character would have to reel in the fish by correct button presses.

  7. More Design • We decided to make the fish appear in different sections of the lake, otherwise the player may never move from the starting position. • Much like with real fishing, when the game ends you see how many fish you caught and how large your biggest one was.

  8. Development • Implementation would come first. • Making it look pretty would come later.

  9. More Development • The game has two fundamental player-interactive sections. • Moving on the overhead map • Fishing with the rhythm sequence

  10. Overhead Map • The overhead map was done using a collision map with an overlaid image of a lake. • The boat was then drawn on the map using a sprite sheet. • Fish and other objects would appear randomly on the map.

  11. Rhythm Fishing • A series of pre-defined rhythm sequences were used. • The player would have a timer for the rhythm sequence. • If the timer expired, the fish would get away. • If the player caught the fish, they’d find out its size.

  12. Demonstration

  13. Questions? Thank you!

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