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Sail the seven seas - Closing thoughts at bottom

A topic by Super_Gaming_Nerd created Jul 24, 2023 Views: 609 Replies: 21
Viewing posts 1 to 13
Submitted (1 edit) (+3)

Hello all,

I'm a few days late to the party after exploring a few ideas. I'm taking part in my first game jam and writing my first dev log, making it this far feels like an achievement to be honest. A little about me, I've been using unity on/off for over a year but never really created anything. Game dev is something I enjoy and always end up coming back to. I tend to over scope with my ideas, hopefully the game I have in mind is doable in 2 weeks. Speaking of...

The idea

Top down 2D game where you pick up cargo from a port and deliver it to a destination (most likely another port). Whilst delivering cargo you will need to avoid or shoot down enemy ships, who will try and sink you to claim the booty for themselves. Should you make it to your destination, you will earn gold, which can be spent on ship upgrades/repairs. Cargo missions will be optional, players can explore the sea/world if they so wish and take on enemy ships for fun. Be careful not too venture too far though......

Sticking with the theme, I aim to add in a day and night cycle. Missions pay double the gold at night, but sailing in the night sky comes with it's own risks and will soon be lit up by the cannons of additional foes!

Hopefully this sounds interesting. I'll report back with some progress.

Happy jamming

Submitted(+1)

Sounds cool! 

Maybe have some kind of enemy that only shows up at night such as some sharks or a boss that only appears at night.

Submitted

I was thinking along the same lines, maybe some kind of ghost ship that pops up out of the water? If i get the time I would love to add it in.

Submitted(+1)

I had a similar idea, i was between sail with ships or space ships in space looting cargo ^^

Wich engine are you going to use?

Submitted

I'm using Unity. Which one did you go for in the end? 

Submitted(+2)

Update 1

Firstly, thanks for all the support. It means a lot.

The first two days have not been as productive as I had hoped, although I do only have 1 hour 30mins each night (at best) to work on the game. I thought the easiest part would be moving the ship and firing cannonballs but this has seemed to trip me up more than expected. I have finally managed to implement these, the cannons fire themselves when it detects an enemy ship. I might make this a toggle option for those that prefer to fire all cannons at the same time. I've included a reloading coroutine for each cannon and added a health system for the player and enemy ships. 

Over the next few days I think I'll tackle the enemy ships movement (shooting should be sorted, same script with the player) and start the day/night cycle. I have added an image of what I have got so far.  As you can tell, I'm no artist, and have gone for the MVP approach. I will be replacing the sprites with actual ships towards the end of the jam and adding a tilemap for the world design.


Happy jamming!

Submitted

That's a really cool idea! I'm a big pirate fan so it feels made for me!

Submitted(+2)

Update 2

I have made some good progress over the past few days. I have managed to add in a quest system where you go to a start point to pick up cargo and then go to the end to drop off cargo and collect the money. When you pick up the cargo a marker will show where you need to go, this is effectively a line from the start to the end. Quests can be completed over and over, this is mainly to ensure the player has a way to earn money consistently.

I have created the UI that displays the amount of gold you have. This gets updated when you drop off the cargo. I have a placeholder for the image but this will be changed to a treasure chest.

Sticking with UI, I have created the player UI where they can see the health bar, click buttons to change the ship speed to allow the ship to move forwards itself, click a toggle for manual or auto fire and the manual fire left cannons and fire right cannons buttons. The last bit needs linking up but nearly there.

Finally I have added cannons to the enemy ship and added script where they will fire at the player. 

All this in 4 hours, I'm happy.

Up next

The most challenging part is left and that is the day/night cycle. The writing and updating of time will be ok its just the lighting around the world as the game switches from day to night. I've seen a few videos on YouTube that I'll check out at lunchtime.

Finally

Here is a screenshot of the latest update. The two sqaures are the quest start and end points, these will be hidden when the game is live.

Happy jamming


Submitted

Nice, you getting there, how is art handled in unity? you chose top view because its easy right?
I'm doing my game in vanilla javascript and already can feel the hassle when i start doing the art and sprites changing with movement.

Submitted (1 edit)

It's coming together, I'm pleased with the progress. Yeah I went with 2D/top down because I find it easier to use than 3D, you can add your own art style relatively easy too (I.e. pixel art etc). Art in unity is easy to implement in my opinion, you can create a 2D sprite and import any image you want over it, saves a lot of time.

I've seen your devlog, your game sounds great. Thanks for the support.

Submitted

Looking good so far!

Maybe allow the player to board other ships and attack enemies on board to steal additional loot at the risk of your cargo being stolen. 

Good luck!

Submitted

That is a great idea. Maybe when the enemy ship is close to 0 health they stop moving and you get the opportunity to board them? If i get time I'll add this in.

Thanks for the support. 

Host

I love your game's design--very simple, easy to grasp, and inherent and understandable risk/reward. This looks great so far! I'm excited to see how you implement the day/night cycle. It'd be cool to see some of the game in motion!

Submitted

Thank you very much for your support. I've managed to add the day/night cycle, I'm really pleased with it. I was going to post a demo but after building the world last night and updating sprites I've managed to cause an issue with the cannons firing and effect the lighting. I think it's linked to the sorting layer and global lighting, I'll check it out tonight 馃憤 

Submitted(+2)

Update 3

I have made some good progress again over the weekend. I have managed to build a basic world using tilemaps, it consists of a vast ocean and 5 islands. I have also updated the sprites on the player and enemy ships. These changes did cause some issues to begin with but it turned out the issue was between chair and computer (me), I managed to fix them once I debugged the code.

With the world being built i have now added 4 quests/missions, these work and pay double at night. They all pay the same, if I get time I'll refactor the code so they have different pay amounts. 

"Pay out at night" I hear you say, yes, the day/night cycle has been added too! The ships light up at night but not as well as I'd hoped, I need to add a few lights to the edges of the islands as well.

I have linked up the auto fire ui, players get the choice if they want cannons to fire automatically or manually by pressing the left or right fire buttons. I also fixed a bug where enemies were shooting at each other!

Spawn and patrol points have been added. Enemy ships will randomly spawn at a random location and head for a random patrol point every 30 seconds.

Up next

I need to add collisions to the game. At the moment ships go over other ships and land, a bit emersion breaking.

Enemy ships do not rotate as they move towards the patrol points, this could do with being fixed.

I want to build a basic ui panel to allow players to repaire their ship or upgrade it using gold.

Finally

If you made it this far, thank you. There is plenty left to sort but I'm running out of time so I'll focus on the absolute important things for now and see how I get on. Below are a few screenshot of the new look.



Happy jamming

Submitted(+1)

Final Update

This is the last update for this game before it is submitted, a big thanks to all those that have stopped by to follow the progress. 

Pretty much everything from the 'up next' section in the last update has been left, this was so I could focus on the critical features for the game.

I have created a main menu and loading screen, I spent way too much time messing with animations.

I have also added the fix and upgrades system. The player can repair their ship for gold but this costs money and takes 15 seconds to complete. I have two upgrades the player can choose from, again for the cost of gold. I really want to add to these but not sure I'll get time.

I've got so many ideas i want to add but only have until tomorrow night to make any final additions due to family commitments. Good luck everyone, I'm looking forward to seeing and playing your games Sunday!

SuperGamingNerd 馃憤 

Submitted

I will check it out when released.

Submitted (1 edit)

Cheers, I'll be doing the same for yours, it looks great so far

Submitted (2 edits)

It has been a productive last few days. I have managed to put the game together, add how to play instructions and build something secret that you will discover when you play. On top of this I have added in visual effects, sound effects, added to the upgrades, kind of a map (zooming out camera) and finally got the lighting sorted at night (previously worked but then wouldn't for a good few days). There are a few things I couldn't sort in time like collisions and rotating ships towards their movement points but I'm happy with what I have got.

I hope everyone enjoys playing the game, even if one person likes it I'll be happy! I'm looking forward to playing other submissions tomorrow. Well done to everyone who submits, it is a great achievement. A big thanks to anyone who followed and commented on this devlog.

Sail The Seven Seas by Super_Gaming_Nerd (itch.io)

Submitted

This game looks interesting, I'll check it out when the trying period starts (since I think I've been playing way too many games the past hours...)

One thing I noticed though is that there is a downloadable .zip file called HTML. If you were trying to make a web version of the game that can be accessed via the game page, you need to set the "Kind of project" in the game's page to "HTML" and need to check the "This file will be played in the browser" on the .zip file. You can still have a .exe file in the downloads even if there is already a web version.

That's all for now, I'll report back when I play the game!

Submitted

You can never play too many games 馃槈. Thanks in advance for playing. 

I did originally upload the game as a html file, but after playing it in the browser the lighting at night didn't work and the quit button locked the screen (not the browser though so you can close the page). The Windows and apple download seemed to be fine, I thought I'd keep that as the primary upload and keep the html just in case. Thanks for the advice, much appreciated 馃憤 

Submitted

24 hours after I submitted my game I have had time to reflect and thought I'd finish this devlog with a conclusion.

Overall I'm really proud with the progress I made with this game. Sure there are a few bugs but the amount of content I managed to get in, in roughly 22 hours development time total, is very pleasing. I seriously didn't think I would manage to get this far, I got off to a very rocky start where it took me two nights to try and get the basic movement functional and was thinking of scrapping the project. It is thanks to the first two people who left a comment on this devlog that kept me going, I'm not sure what it was but it lit a spark and I stuck with it and never looked back.

This is my first game jam and devlog, I don't normally put myself out there and do this sort of stuff, but I'm glad I did. To anyone who is in the same position reading this, believe in yourself and take that first step, join a none ranked jam like this and give it a go.

A massive thank you to all who have played my game or even just looked at the devlog, the support means a lot.