Thanks for the feedback, everybody! Yes, I do plan to make some updates to RWFF, and a way to organize the huge assortment of flies that are possible now is definitely going to be a helpful feature. My focus will be mostly on the new game at least until it's ready for beta testing though, and it's going to take a lot of long days and nights to get there on schedule.
When it's done I hope you'll agree that it is in fact a lot different from the other 3D bass games out there. I've eagerly bought a lot of fishing games over the years, always looking for one that really made it feel like I was fishing. I've always been disappointed, especially by the appearance of the water (pretty, but unrealistic) and the fish behavior. I've always come away with the impression that they were designed for "gamers" more than for fishermen.
I personally haven't seen a 3D fishing game with a realistic first person view with variable water clarity. Lots of games have great graphics except that the surface is completely opaque. From above the surface you can't see an inch under the surface so you don't know if you're casting into deep water or onto a shallow reef or weed bed, until the lure hits the water and then you get an underwater view. In this game the water surface isn't opaque, but lets you see into the water, depending on the clarity of the lake, while still reflecting the landscape and refracting the underwater scene.
I've just added a few more screen shots of the progress on the new game to the same page. In recent days I've added largemouth and smallmouth bass, and all the lures. There are 29 lure models, each in a range of colors for a total of 888 lures. They'll all be available in multiple sizes, so when all is said and done the range of possible lures will be in the thousands. Not all will be in stock at the bait shop at any given time, though. =)
Right now I'm integrating the core engine of Fishlogix. Fishlogix computes the solar and lunar factors and uses the location, date, weather, and habitat to predict water temperature, fish activity, spawning behavior, preferred structure and cover, and effectiveness of any specific lure and presentation. As a separate product Fishlogix uses all that to create a fishing plan, telling you where to find the fish and how to catch them depending on the conditions. As part of the new fishing game, all that computation goes into the artificial intelligence of the virtual fish. That will make them react to a wide range of conditions the way real fish do, more so (I think it's safe to say) than fish in any game out there.
As in the real world there are conditions when catching fish is easy - throw your favorite lure in a likely-looking spot and you'll get action, and conditions where it takes more searching and/or skill to find and catch fish. I think you'll find that like in a good simulation of any challenge (racing, flying, etc) if you're an expert at the real thing, you'll do really well in the game. And if you're less experienced at the real thing, what you learn by playing the game will pay off in the real world. That's the real goal here - a fishing game that's fun and feels real when you play it, and that simulates the real thing with enough detail and accuracy that it helps you become a better angler.
Of course you'll have a fish finder, underwater camera, and the ability to consult a guide. And of course there will be several skill level settings, so you'll be able to pick the level of challenge you like.
Well, I'd better get back to it. Next time I share a progress update I'll try to get a video on-line.