Fish for Speed by Draedrus
A game in which you have to race your way and catch some fish before others do ! Use the arrows to drive the boat to catch the fish and buoys !

The first HTML5 upload was not able to render the outline around the Net and Fishes. Since they are underwater it makes the fishes even harder to catch. To fully appreciate the game, we recommend to use the desktop version.
Smatcher (Programming, Visual Art, 3D modeling, Sound), Draedrus (Programming, Visual Art) and Funto (Sound)
Changelog since the end of the countdown : - Fixed the UI and changed the font (thanks to https://www.dafont.com/fluo-gums.font) - Slightly increased the max speed for AIs - Fixed the outline effect in the WebGL version
In the link section we decided to split into Updated and Jam versions. The updated version is the latest, the jam version was also updated after the countdown but is more "raw/authentic".
| HTML5 (web) | https://pplans.github.io/ld41/BuildWebGL/ |
| Windows | https://pplans.github.io/ld41/FishForSpeed_win64.zip |
| HTML5 (web) | https://pplans.itch.io/fishforspeed |
| Windows | https://pplans.itch.io/fishforspeed |
| Original URL | https://ldjam.com/events/ludum-dare/41/fish-for-speed |
Ratings
| Overall | 545th | 3.487⭐ | 41🧑⚖️ |
| Fun | 501th | 3.385⭐ | 41🧑⚖️ |
| Innovation | 833th | 3.064⭐ | 41🧑⚖️ |
| Theme | 920th | 3.079⭐ | 40🧑⚖️ |
| Graphics | 161th | 4.218⭐ | 41🧑⚖️ |
| Audio | 292th | 3.544⭐ | 36🧑⚖️ |
| Humor | 500th | 3.031⭐ | 34🧑⚖️ |
| Mood | 345th | 3.557⭐ | 37🧑⚖️ |
| Given | 30🗳️ | 17🗨️ |
A capture from the game :)
I also made a fishing but racing game to 2 player ahhaha, the idea is to win a race against your friend, but for this you have to fish.
If you want to check it :
https://ldjam.com/events/ludum-dare/41/super-bass-racing
It is also fun playing with out the timer and keep sailing till the end.
:heart: What I loved
* Holy shit the water looks awesome!
* Cool design.
* The “silly” / “cute” music. Fit the theme
:thought_balloon: My Thoughts
* I loved the racing aspect of it, but what was the genre you included within this submission?
* Smooooooth controls. Except for when you go really fast. But that’s part of it, right? Turning angle was a bit on the low end :smile:
I’d love for you to review my submission as well.
## https://ldjam.com/events/ludum-dare/41/keyboard-warrior

Btw I really liked playing you game !!
I like the speed, even if it is not realistic, it is fun to bump into trees, rocks and over things.
Well done !
I'll try to answer some questions for the technical part, don't hesitate to ask if something is too fuzzy.
@bionikmonster we tried something with fishing (which needs patience, and a racing game ^^ we had no much time to get something into the fishing stuff :(
For the water we just built a box procedurally to have the level of tesselation we wanted (basically, the number of vertices) equally dispatched over the mesh.
Then we moved the Y axis for each vertice on the top based on some formulas that I made long time ago highly inspired by some found on http://shadertoy.com/ (they are quite overkill I think but, it's a jam right ? ;-) ).
The fragment shader we made is a basic twice sampling normal texture (that we found on free property over the internet) (we should find again the source but I was quite tired at this point so I forgot it :( ). The sampling UVs are on different directions to give the feeling of living water. Plus a screen capture from a shader modified from https://www.shadertoy.com/view/ltfGD7.
After that we're done ! You can get the sources from : https://github.com/pplans/ld41 it's free ;-) if you can cite us it's cool though
@GastricSparrow Globally, we used Unity as the game engine, for the water as I explained, we used shadertoy, Gimp for the capture and image processing. For the rest, @smatcher can answer better than me but I think he used Blender and Gimp for modelling, PICO-8 for the sounds FX and of course Visual Studio as IDE for coding. I don't know what Funto used to make the background music though.
The initial plan was to make the player fish along the way in order to get more time/points/or a speed boost.
We ran out of time and didn't implement and tune all that. The game is missing some feedback when you catch the fishs. Also the fishs only spawn when you reach a checkpoint instead of spawning randomly around the player.
The progress indicator at the bottom right tells you how far you are to the next checkpoint/fishing spot.
@jsmars we didn't expect that post to have such an impact ^^. We're drowning in ratings now :smile:. We'll make up for it by rating even more games when we get back from work.
The graphics are incredible, congrats! It's a nice little game =)