Suggested Fishing Module

smsunarto

Federal Gooey of Investigation
Art
Logistics
Fishing

This module adds fishing mechanics into Terasology. Fishing can be done in bodies of water (Ocean, Pond, etc). Fish that you can get varies depending on the location of fishing and the quality of the fishing rod.

The fishing mechanic is very simple. Once you found a body of water, cast-in your rod and wait until you see water splashing around your hook and then immediately click right-click and the fish will be caught.

Why would players be interested in it?

Fishing can be a good refreshment after exploring, mining and farming. Not only that it’s fun and requires a little bit of patient, it also provides the player with fish that can be used to create foods.

What should the module contain? (components, systems, events)

The module should contain a system to identify the size of bodies of water. This feature will motivate the player to find a certain bodies of water to catch the fish that they need/want. This system is also important so that we can identify if the player is trying to fish in an extremely small body of water (We can prevent the player from fishing in a tiny man-made pool).

Fishes will also be divided depending on biome and the size of the body of water that the player is trying to fish in. Contributors can help create new fish for each area.

Fishing time should vary from one to another, sometimes you can immediately get a fish after you cast the line, but sometimes it can take up to a minute or two.

Indication of a fish being hook can be both audio & visual. We can add a sound and water splash around the hook to show that a fish has been caught and is ready to be reeled-in. If the player doesn’t real-in after 3 seconds of those sounds and water splashes, the fish will escape and the player need to reel-in and cast the line again to be able to catcha fish.

Will developers be able to extend the new module? If so, how?

The developers can add other fishing methods such as crab trap, fishing net, etc. Developers can also add more fish that varies from one location to another and also set the probability rate of catching each fish.


Can this module be extendable by other modules?

Yes, this module can definitely be extendable by other modules. First of all, is cooking. Cooking is going to be the main module that can make use of fishing. Fishes that have been caught can be cooked and eaten by the player to satisfy their hunger (Some fish are inedible, If a player eats an inedible fish they will be penalized).

Secondly, Alchemy. The developers can add magical fish that can only be caught in a specific location and biome and it’s extremely hard to get. This fish can be used to brew potions that is more potent/unique compared to other potions.
 
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