Shimi Paper Fishby Don't Expect Anything Sensible

Animations and movement

In the inital versions of the game, the fish moved up and down in a linear fashion for a set period of time (see the video from the last post):

At the start of the game, the fish started moving in one direction, then after a set period of time it changed direction and moved back the other way. Obviously, for a game this incredibly boring because it's easy to predict and is the same every single time, so we needed a better way for the fish to move.

Fish now wait where they are for a period of time, then move at a semi-randomised speed for a period of time, then stop again. We now have several types of fish with different movement patterns - some are slow and don't move very far, while others can move quickly and over long distances. Eventually we'll have a large group of fish which all move in distinctive ways - the goal is that the player will always see the same image when trying to catch a fish (so won't immediately know which species of fish it is), but each species of fish will move in an individual way to give the player a hint.

Here's the (slightly simplified) code controlling the fish movement:

void Update () {
    // make a note of the current time - used to check whether the fish should start or stop moving
    float currentTime = Time.time - this.startTime;

    // if the fish isn't moving, and it's time to start,
    // then pick a direction to move in,
    // set a flag that the fish is moving
    // and make a note of the time the movement started (used to calculate the duration of movement)
    if (currentTime > this.nextMove && !this.moving) {
        this.direction = this.pickDirection();
        this.moving = true;
        this.startMoveTime = currentTime;
    }

    // if the fish is moving, and should still be moving
    // ie the current time is less than when the fish started moving added to the duration of movement
    // (set in the fish params)
    // then move the fish by changing the body velocity
    if (this.moving && currentTime < this.startMoveTime + fish.getDuration()) {
        if (this.direction == Direction.Up) {
            this.body2d.velocity = new Vector2(0, Random.Range(fish.getMinSpeed(), fish.getMaxSpeed()));
        } else {
            this.body2d.velocity = new Vector2(0, Random.Range(-fish.getMinSpeed(), -fish.getMaxSpeed()));

        }
    }

    // if the fish is currently moving but has moved for the max duration
    // then stop moving and reset everything
    if (this.moving && currentTime > this.startMoveTime + fish.getDuration()) {
        body2d.velocity = new Vector2(0, 0);
        this.moving = false;
        this.startTime = Time.time;
        this.nextMove = Random.Range(0f, fish.getDirectionChangeFrequency());

    }
}

Altogether, this makes the fish movement a lot less predictable and so more fun to try to catch!