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Sprig Fishing

Sprig Fishing Used AI

15 devlogs
18h 37m
•  Ship certified
Created by Colin

A small fishing game written from scratch in C to run on the Hack Club Sprig.
I loved the idea of the sprig console, but I felt it's original editor was too simplistic for the games I wanted to make, so I created my own game from scratch in C. This is designed as a small "pick up and play" game, where you can play it for a few minutes and then put it back down again. It's a great game to keep around on your sprig to kill some time.
(Project formerly "PicoRPG")

Timeline

Ship 2

1 payout of shell 292.0 shells

Colin

about 1 month ago

Colin Covers 8 devlogs and 11h 1m

Finish up the rest of the game and compile V2.0 release for people to run on their own sprigs (https://github.com/ColinVanderMeer/SprigFishing/releases/tag/2.0)

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Create PC interface and controller of fish display frames

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Create the shop map and add all final graphics

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Finish the rest of the fishing system and update the save file structure to save all the new data. Just need to create the shop (and everything in it...) and should be ready to ship

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Update Island to be final map layout. Shop hasn't been ported yet because it requires custom transitions.

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Add basic fishing functionality. It will calculate fish, weight, price, and display the caught fish. Still need to work on indicator + fish running away and storing the weight + money

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Clean up more code, add all the fish data (Names, Weights, Descriptions), and create function to render scaled sprites

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I watched a video the other day on someone who built a custom gameboy color game in C. The gameboy color is one of my main sources of inspiration for the sprig (same amount of buttons, almost identical screensize) so it gave me a few ideas on how to better optimize my code.

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Ship 1

1 payout of shell 196.0 shells

Colin

2 months ago

Colin Covers 7 devlogs and 7h 35m

Finalized the rest of the game, created gameplay demo, and compiled final build for people to run on their own Sprig consoles (https://github.com/ColinVanderMeer/PicoRPG/releases/tag/1.0)

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Create and implement final map layout, also rewrite map transition logic to make it not horrible

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Change player character to new sprite and rewrite all animation code to support the new character

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Refactor entire codebase so it's actually laid out properly and not all inside a single 600 line C file

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Create Tilemap editor to generate c map struct so I don't have to hard code it anymore

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Redo all tile graphics and map rendering code. Next step: Create map layout editor so I don't have to manually layout tiles in GIMP and transcribe them to a header file

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Add build step to convert sprites folder into RGB565 and add export to graphics.h

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