A lot to unpack


Hi there. It's been a while.

I got back into the jig of things and I've been slowly but surely working on the game for the past month or so. I'm going to unpack a lot of the changes that have arisen over this period of time.

First up, new UI design!


The original plan for this screen was to serve as a server browser and lobby screen, but that was a bit out of scope so now it's just a simple host match/join match type deal. You'll also notice the title of "Classic" instead of just "Codfish", and that's because I plan to include other games with the Codfish package on release; those being Hollow (formerly named Infestation) and a single-player game I won't disclose the details of. Lab X-20 has been scrapped.

I'll let this video show you the rest of the changes I'm about to discuss.

That viewmodel shader by StayAtHomeDev has finally been implemented, and it's sort of a pain in the ass to do because of the amount of materials used with the weapons. But it works now, so that's all I can ask for. Also with the shader comes seperate viewmodel FOV which can be used to do actual weapon scopes instead of just an overlay. I don't know how to replicate a proper optic sight yet, so the current placeholder is the reticle you see in the video. (You'll also notice a bug with weapon sway when I open the menu. I'm working on getting that fixed.)

Powerups are now implemented, as you'll see in the video. Currently there are only three (ammo pickup, grenade pickup, power weapon) but I plan to add timed powerups like a speed boost, fire rate boost, and silenced weapons. If you looked at my past devlogs and noticed an attachment button in the loadout screen, I'm sorry but those have been scrapped. I've had to cut down a lot of my plans for this game to make it manageable. Honestly, with the current gameplay loop for Codfish: Classic, attachments aren't really necessary.

Another change is the music format Codfish uses. Originally it simply used Ogg Vorbis, but while I was designing Hollow, I realized it would be much easier to use tracker modules for the music instead of a codec file since they're dynamic and take up much less space. So that's why Codfish uses MPTM now. Special thanks to Dudejoe870 for his godot-openmpt plugin so I could do this. Oh and also I made all the music for it now.

Finally, there's two new maps and a tutorial! I might make a fifth one for v0.4; I might not. We'll see.

I'm very sorry for the wait, but I should have the v0.4 build out soon and Classic done here soon enough. I've had a bit of a personal struggle I've dealt with for the past two months or so, but I think it's cleared up now.

That's all for now. Have a nice day!

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