![]() Remember, this is all secret information and it continues to be fine-tuned until we get the correct results! Data, data, data The differently colored squares represent parts of the water with different attributes, and (slightly) different fish spawns. We can view where the fish are swimming in real-time, including their species and size. In the image above, we can see one of the many locations a player can fish from. And because the system is designed and built by our team, we are improving it all the time to make it more accurate.ĭeveloper Tools View: Fish Spawn Variables Map We still have to tell the system how to interpret the data it finds, which is a constant back and forth, but it makes populating our waters a lot quicker and easier. ![]() Now, when I say automated, I don’t mean that we can just take our hands off the wheel and go on auto-pilot. In short: our fish spawning system takes a ton of data from across our entire game world, puts it together, and uses it to automatically spawn fish appropriate to a given waterbody. However, it soon turned out that going over every water body to figure out whether a particular fish was appropriate for a lake, pond, or river is just too much work- especially looking at the future with more reserves in mind.īecause of this, we turned to a more automated solution. Well, the first approach was to do this by hand. So, how do you go about populating the waters in an area as big as Golden Ridge Reserve? This is something we’ve steadily built and improved upon throughout The Angler’s development, and I’m proud to say we’re pretty chuffed about everything we’ve accomplished so far. ![]() We’ll discuss a little of how it came to be, as well as the information it uses to determine which fish should spawn, and where. Today I wanted to talk to you about our fish spawning system and how it works. My name is Nathan, and I’m a technical designer on Call of the Wild: The Angler.
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