I spent two months on solo game development for a new fishing factory game. Here is how I refined the concept from scratch.
After working on a project that dragged on for four years, I needed a faster, more focused workflow. This video breaks down my process for prototyping a unique mix of fishing and factory automation, showing exactly how I iterated on the core loops and 3D models to keep the scope manageable.
If you are interested in indie game design, you will see how I handled the UI elements and early gameplay testing. By focusing on a shorter dev cycle, I was able to get a playable version running much faster than my previous attempts at game development. I also share the challenges of building systems without a professional art director and why this specific approach to game mechanics helped me stay motivated.
๐ FishOmatic (Cozy Fish Factory Automation) - Wishlist on Steam: https://store.steampowered.com/app/4395290/fishOmatic/
๐ซ๏ธ Lighthaze World: https://store.steampowered.com/app/1747190/Lighthaze_World/
JOIN THE COMMUNITY: ๐ฌ Discord: https://discord.gg/6wZPjUDNFS ๐ฆ Twitter: https://twitter.com/Radiobush ๐ Website: http://radiobush.com
Subscribe for weekly Game Dev Talk Time, and let me know in the comments if you prefer working on small, focused prototypes or massive long-term projects.
0:00 The Vision Behind Fishomatic 0:38 Defining Roles And Art Direction 2:50 Designing The Land And Factory Layout 6:10 Why We Delayed The Main Character 13:00 Implementing A Dynamic Day-Night Cycle 19:46 Finalizing The Core Elements


