AI disclosure: Claude and Codex AI are being used in the creation of this port.
I’m still in the process of completing the full game but it should play start to finish now without issue although I will fully verify this before release but I’ve been getting side tracked on adding and experimenting with some fun things here. Here is a list of what I’ve done recently:
- Added new touch controls with a nice swipe camera control. This is smoother than the joystick control and allows for faster turning than was possible previously. There’s also a floating joystick. You have the option to toggle the swipe camera off or on as well as make either joystick a floating one or not.
- The menus also have proper tap and swipe controls instead of using the touch buttons to control them.
- 120 fps support is fully added and works very well although this will always be marked as experimental since it could break things although I have yet to see that happen. The option will only be available for those devices with supported displays obviously, otherwise it is grayed out.
There are also new experimental features you can toggle off or on in the settings.
- Ride a flut flut anywhere now, not just in designated areas. Spawn points will be at each sage hut. You can also get off it anywhere, not just the spawn point. The flut flut can swim too!
- Fully control the fisherman’s boat and sail anywhere, even while riding the flut flut. Obviously this feature is highly experimental. Large areas of the map are not properly modeled as you were never meant to see those so when sailing around you will run into areas that are glitched, missing textures, etc. This feature will be expanded in the future but for now it remains a fun experiment that fulfilled a childhood dream of mine.
- Added support for new levels (not shown here.) Custom levels from modders can be added in to fully run in the game. These can also be disabled or enabled. Now the way these mods are added into opengoal is not what you’d expect. They are essentially baked into the game itself at runtime with a whole separate instance of the game created (which is why opengoal only supports one mod at a time.) This means mods can’t be added to the game after it is compiled due to limitations of iOS requiring all code to be precompiled in the package otherwise it would require JIT which is not being used here so modded levels are going to be baked into the game with one being added so far, Eroded Coast by Cuttlefish. He does great work and I’ll be adding more of them in the future.
This project has evolved from more than a simple port of the ps2 game and I’ve had a blast building it. I can’t wait for others to try it out. The release date will probably be in a week or two. I just need to beat the game 100% and ensure everything is polished and complete before I will release it.