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Brendan Parlee
Приєднався 30 вер 2011
I'm a software developer, building Following Seas, an open world sailing game. This is a slow paced game, aiming to capture the feel of sailing.
You can trade, explore, and manage a variety of ships.
You can trade, explore, and manage a variety of ships.
Following Seas -- Preparing for the demo
join the discord: discord.gg/KX9FA7F7eq
Wishlist now: store.steampowered.com/app/28...
Hello - Apologies for the poorer video quality this time around. Bit of a murphy's law lately and I had a number of issues getting it out today.
It's been a few weeks. Things are moving though, I'm now fully registered for Steam Next fest, and barring disaster I expect the demo to be available this October.
I don't want to go over everything that will be included, but I intend for the demo to be a mix between a playable teaser and tutorial.
Expect full control over the caravel, and the ability to freely travel, trade, and explore three small islands.
Two of these have not been shown before, so I'll give a brief look at both.
The first island:
The Watcher is a huge tower, who's original purpose has been lost. It is now home to an isolationist people.
The player can trade here, purchasing goods sourced from the seas, and supplying everything else as the island has no airable land or material resources.
The second island:
Bathis Isle used to be a small settlement and storage site for shipping from a now collapsed Empire. The land is hostile, like most of the known world, but a small outpost remains to harvest the dried and preserved trees that cover the island.
This island also implements the first stage of what I'd call environment zones, where the nasty ash clouds will gradually build the closer you come to land, and visibility will become poor.
-----------------------------------------------
Other changes include overhauled settings with more readable fonts. I've added numerous graphical options that allow the game to run much better on lower end systems. This particularly includes the ability to remove cloth collisions, and the overall accuracy of cloth physics. I don't recommend this unless framerate is too unstable on the target system, as cloth is a big aspect of the game, but it is definitely playable if you don't mind a lot more clipping in the rigging.
Dozens of code improvements, bug fixes, and small optimizations have been done as well, though there's not much to show visually in that respect. I've also added a number of items to the world that give snippets of lore. Lore and world building is something that I really enjoy. And while (at least at the start) Following Seas will not have a direct narrative, it does have a defined setting -- and one I hope players will enjoy learning about through environmental queues, notes, and other simple systems.
Wishlist now: store.steampowered.com/app/28...
Hello - Apologies for the poorer video quality this time around. Bit of a murphy's law lately and I had a number of issues getting it out today.
It's been a few weeks. Things are moving though, I'm now fully registered for Steam Next fest, and barring disaster I expect the demo to be available this October.
I don't want to go over everything that will be included, but I intend for the demo to be a mix between a playable teaser and tutorial.
Expect full control over the caravel, and the ability to freely travel, trade, and explore three small islands.
Two of these have not been shown before, so I'll give a brief look at both.
The first island:
The Watcher is a huge tower, who's original purpose has been lost. It is now home to an isolationist people.
The player can trade here, purchasing goods sourced from the seas, and supplying everything else as the island has no airable land or material resources.
The second island:
Bathis Isle used to be a small settlement and storage site for shipping from a now collapsed Empire. The land is hostile, like most of the known world, but a small outpost remains to harvest the dried and preserved trees that cover the island.
This island also implements the first stage of what I'd call environment zones, where the nasty ash clouds will gradually build the closer you come to land, and visibility will become poor.
-----------------------------------------------
Other changes include overhauled settings with more readable fonts. I've added numerous graphical options that allow the game to run much better on lower end systems. This particularly includes the ability to remove cloth collisions, and the overall accuracy of cloth physics. I don't recommend this unless framerate is too unstable on the target system, as cloth is a big aspect of the game, but it is definitely playable if you don't mind a lot more clipping in the rigging.
Dozens of code improvements, bug fixes, and small optimizations have been done as well, though there's not much to show visually in that respect. I've also added a number of items to the world that give snippets of lore. Lore and world building is something that I really enjoy. And while (at least at the start) Following Seas will not have a direct narrative, it does have a defined setting -- and one I hope players will enjoy learning about through environmental queues, notes, and other simple systems.
Переглядів: 679
Відео
Following Seas - Marooned
Переглядів 3,7 тис.Місяць тому
join the discord: discord.gg/KX9FA7F7eq Wishlist now: store.steampowered.com/app/2895440/Following_Seas/ Hello, been a few weeks. Progress has been pretty steady, but lots of things that just don't show well. Significant time has gone into nuts and bolts work like LODS, transitions and some audio changes. However now I'm at the point where I'd like to show a few things. The Saettia is nearing a...
Following Seas - A three hour tour
Переглядів 3,1 тис.2 місяці тому
Hello. Been a few weeks, but there's a few things I'd like to show. There's been a lot of backend work going on with environments, bug fixing, and potential changes to the flooding system but nothing that shows well for a video. Instead, I'd like to give a more in depth tour of the Saettia. Progress has been steady on this ship, which I expect to be the largest available at launch, and it is in...
Following Seas - Official Teaser Trailer
Переглядів 1,2 тис.2 місяці тому
Adrift in the ruins of a collapsed empire, you and your ship are a tenuous lifeline to the scattered peoples that make the few remaining green islands their home. Brave hostile seas and dying lands to transport goods that can be the difference between starving and survival for those that watch the rising sun for your sails on the horizon. Following Seas is a game about ships and the sea. Transp...
Following Seas -- Better Fishing and Gilded Gloat Boat
Переглядів 1,5 тис.3 місяці тому
Small update this week, but still some new things to show. Fishing always seems to be a major part of any game with boats. While it was functional, I felt there was a lot of room for improvement, so I've iterated on the system in a number of ways. I've added some progressive damping to the camera, so that it's easier to keep an eye on the water during extreme angles, along with visual improveme...
Following Seas - A Steamy Update
Переглядів 5 тис.3 місяці тому
Wishlist now: store.steampowered.com/app/2895440/Following_Seas/
Following Seas - Like fish in a barrel.
Переглядів 4554 місяці тому
In this video I'd like to give a more fleshed out look at the fishing system. I've removed the hud object, instead relying on audio and visual cues to help indicate what's going on. Generally the aim is to reel while the fish is moving away from you, though there's an amount of grace offered depending on the base difficulty of the fish. Reel in until you hear some creaking and then allow slack ...
Following Seas - Smells Fishy
Переглядів 3984 місяці тому
Not a full dev update video but I wanted to show progress on my fishing prototype. I've gone back and forth on a few elements of this, and what you see is by no means final but it's at the point where I welcome feedback, or any thoughts that you have. Fishing is a little less freeform than other elements. I'll be adding small fishing platforms to most ships, and I expect you will be locked in p...
Following Seas - A sinking feeling
Переглядів 2,3 тис.5 місяців тому
You are welcome to join my Discord: discord.gg/KX9FA7F7eq Stability. I get that this is a big topic, and I'm no marine engineer so I can't speak authoritatively about this, but I know that stability is hugely important, and I feel it's often neglected in games of this type. Every part of this is in a high degree of testing, so there's a number of issues, but I want to outline the new components...
Pour one out boys.
Переглядів 1 тис.5 місяців тому
Credit to Matt Mulholland for the music. Just a fun one showing progress on flooding. Full video coming this weekend unless I get hit by a bus. Join my discord! discord.gg/KX9FA7F7eq
Following Seas - Cargo 2, electric boogaloo
Переглядів 1,1 тис.5 місяців тому
Join Discord! discord.gg/KX9FA7F7eq Hello, bit different this week. First off I have a discord now. Just getting started, but link is in the description and everyone is welcome to join. There I post further information, answer questions, and provide development info that doesn't make it into these videos. For this update, I want to show you the start of a major overhaul to the cargo system. Pro...
Following Seas - Now with squeaky toy.
Переглядів 7325 місяців тому
In this rambly 'ummm' filled video, I'd like to give a closer look at the junk, now that more of the model is complete, and more of the features are operational. Proxy meshes for cloth have been added, texturing is much closer to completion, and I've split the ship into proper zones to better handle lighting and effects. I've added water interaction, and effects as well. I'm experimenting with ...
Following Seas - New Year, new Junk
Переглядів 7206 місяців тому
Hello, welcome to 2024 - and an annoying looped seabird sound. Fairly small update here, as I've been stuck on a 7 days a week work schedule for a few weeks, but still have made some appreciable progress on the junk. Texturing is well underway, but the most significant work has gone into adapting my sailing system to work a little better with battened sails. Fortunately the base system is adapt...
Following Seas - Mechanical Overview and Something with four sided sails.
Переглядів 7306 місяців тому
Yes I know. Lightmode. The horror. Based on a couple comments I got, I would like to clear up a bit how the sailing system works. I've locked the hull in place for this, so that's why were not moving. In some similar games, the control of the sails is fairly rigid, meaning, if you control the position of the sail at all, it's a matter of rotating the sail or yard until it's positioned optimally...
Following Seas - Reefer Madness
Переглядів 4517 місяців тому
So in this update I want to go over reefing. This is one of the features I've struggled with, as there's a lot of complexity to it. The current system uses spring joints and a distance based series of modifiers for ropes and cloth particles. This works relatively well, but visually comes up short, and has some major issues with persistence and collisions when dealing with compressed meshes. For...
Following Seas - Proxy Meshes and what is fun?
Переглядів 4497 місяців тому
Following Seas - Proxy Meshes and what is fun?
Following Seas -- Physics and Animations
Переглядів 4008 місяців тому
Following Seas Physics and Animations
Following Seas - Row Row Row your Boat
Переглядів 36910 місяців тому
Following Seas - Row Row Row your Boat
Following Seas - Gameplay Overview
Переглядів 1,5 тис.11 місяців тому
Following Seas - Gameplay Overview
Following Seas -- Caravel Introduction.
Переглядів 53411 місяців тому
Following Seas Caravel Introduction.
Following Seas - Ship Naming and Introducing the Caravel
Переглядів 31811 місяців тому
Following Seas - Ship Naming and Introducing the Caravel
it is looking amazing, personaly i enjoy even more realism, but i understand the need to make things easier, after all a single person sailing a big ship like those in the game is not viable relisticaly.
I want it nooooow hahah!! Im so ready for the demo!!
as did you setup the water inside the hull? that changes and moves like that? I assume this is a seperate water actor from the ocean?
This has been a difficult element. I've experimented with shader options, as well as particle mesh deformation, but the (visual) effects were either poor, or far too programmatically expensive. Flooding is simulated primarily through script, so my aim is to have a decent level of simulation, but the visual side still needs work. So floodwater is tracked in terms of volume and rate, and this will effect the hull by both adding mass and decreasing metacentric height leading to reduced stability. The visual element is primarily based through particle effects, and once flooding has reached a sufficient level, water displacement ceases, allowing the ocean plane to intersect the hull. (Which is what is happening in the video.) I'd like to implement something akin to Subnautica's visible flooding, but I suspect there's a reason the subs are seemingly static when inside. Mesh deforming based water effects are a mess if you try to get them working on a moving dynamic object like a ship.
Looking forward...
Can't wait 🙂
Did you end up getting the demo up for the next fest?
@@kebsis yes it's registered for the Q3 fest.
like 60 saludos from Argentina
Thank you! Cheers!
I love the lore behind these two locations (especially when i wasn't expecting any lore in the first place!), they're very original and intriguing, and i genuinely can't wait to see what you create next 😁
Thank you. :)
Getting some Morrowind vibes from Bathis Isle, I dig it.
I knew it reminded me of something!😂 A lot of fond memories, though
Heard that from a few folks now. I've never got around to trying Morrowind, should really give it a go.
@@2eightnine It's great worldbuilding, even if the actual gameplay is a bit stiff by modern standards.
Speaking of better lighting, would be great to have HDR support added. Would really love to see at least one square-rigger too...
I am really excited about this and will definitely be trying the demo in October! You're doing such a good job man, keep it up!
I was playing sailwind day dreaming of following seas on this day
Can't wait for this game, looks like this could become pretty big in the future
Thank you. I would love for that to be true.
⛵...as he is casually capsizing.. :D Congrats on getting in to the next fest! 🎉
Yt random recommended made me discover a whole new world: this, and sailwind. While waiting to try sooner than later this magnificent project, i buyed sailwind, and I have to say, the shipping exploration games are now one of my most favourite gaming genre. Can't wait to try this. It looks more complex than sailwind, and i'm sure it will be a real satisfaction to be able to make the whole ship work! Wish the best to your project!
Wishlisted. If this takes off for one of your next projects it would be cool to take the sailing mechanics & create a viking settlement management sim with raids! Would be v cool :) Best of luck with this looks great!
Thank you.
I'm also doing sailing with crest in URP. I'm trying to use Dynamic Water Physics 2 though. Did you write all the buoyancy code yourself? Or also using an asset?
It's a mix. I'm also using dwp2, but only for the direct interaction between hull and water. The actual sailing system is custom, as is some of the water interactions where I felt DWP didn't offer enough control
@@2eightnine Very cool to know. I'm still figuring out my sailing and also doing some custom things on top of DWP2. Thanks for the reply and good luck with the development!
Jump into water dude, water is amazing... :)
thats cool
I've heard that menu music before... Am I just imagining stuff?
Another hand touches the... It's entirely possible. I unfortunately don't have the budget for bespoke music, or the skills to create it. I've licenced the music from a third party.
I’d say that you should go the same way Sailwind is approaching navigation, a simplified yet realistic use of actual navigation instruments. And maybe have an option to even make things simpler for people that do not enjoy this kind of things
Hey just on your videos today The game looks nice. If I can make it a request can you put your videos in a playlist?
Hadn't considered that -- will look at adding.
I have only one other suggestion: Ship’s cat. Look into it. One of my IRL caps will probably be in my lap when I play anyhow, of course. 😊
I’m deeply interested in the game. I love Sailwind, but I would prefer 1. Better graphics and 2. Not having to manually give my guy food and water every 20 minutes. Having a finite food supply in a ship game, well and good. Having to manually click pick up the cheese, eat, etc pure tedium. The trend of sticking the most boring of survival game elements in literally everything needs to end.
I've watched a few of your update videos now, project is looking great! Fwiw I don't think the manual aspects are manual enough. I saw a comment about hiding the oil filling on a difficulty slider. I think that would be a great idea if you're trying to appeal to a wider range of playstyles. Can't wait to see more
Man, you gotta reef those sails!
Unfortunately for the crew, that feature had not been fully implemented when this vid came out.
Please add the mighty Sha-ch'uan junk too!
Not familiar with that one -- any res on it? All I get is a postage stamp.
@@2eightnine I reach you on discord
I was expecting something like this after Sailwind. Raw Lion Workshop will not be happy. After years of hard work, a new game comes out that uses the same elements and takes them to significantly higher levels. The harsh reality of the market...
I would say the games are distinct, and players aught to have room on their hard drives for both. I have nothing but respect for Raw Lion, and wish continued success upon them. My aim is for a more realistic (visual) style -- but since I'm also a solo dev, there will naturally be sacrifices made as well to achieve that. Sailwind will always offer a higher level of ship customization, varied navigation tools, and broader accessibility regarding system requirements.
Is it common for lateen rigged ships to have shrouds on only one side? I'm not overly familiar but it seems odd. Love seeing more sailing games, hope development continues smoothly
Thanks for the comment. :) To be honest it's more of a concession for reliability. Proper double shrouds either result in a ton of clipping, or too much difficulty with bunching and collision in the sails. For gameplay simplicity I don't want to simulate the painstaking process of tying up the sail and moving it outside the shrouds each tack.
@@2eightnine That's fair, lateens are known for that extra complexity, and I looked it up and did see some ships with only one set of shrouds. Shrouds or no, it's still one of the best depictions of a sailing ship in a game I've seen
Pls multiplayer
This looks great. I have dreamed of a game like this but with royal Navy crew also
This looks great, will wishlist and looking forward to trying out the demo when it comes out!
Thank you. :)
A crew and the interactions, stories etc would also be great, in due time of course but hiring, firing them and having their skill be a real effect on the ship would also be excellent.
this is the most aesthetically pleasing ship i've ever seen, in game or otherwise.
Thank you, she's based on a model of a Portuguese caravel. A few cosmetic and size changes of course.
As others mentioned, random recommended video but certainly the type of game I would be interested in. Subscribed and looking forward to following progress and trying it out some day.
Thank you.
Any plans for square rigged ships? Looks amazing so far!
Thank you. :) Square riggers are possible, but not currently on the roadmap. My sail tech doesn't scale well for a large number of sails, so anything beyond the smallest of square riggers would require a beefy rig.
Looks fun, 2 to 3 slides with a little gif i feel would be perfect for the pop up tutorials i really like when games do that.
It looks great.. but would also greatly benefit from a coop-multiplayer functionality.
Thank you -- I understand that it's something many people would like. It is not currently in scope, but there's always the possibility for change.
"Happiness [is] only real when shared." (Christopher McCandless / Jon Krakauer, Into the wild) - I would really consider the multiplayer option. It's nice to be out there alone, for a while.. But the simulation, graphics and concept look amazing! So happy to have whatever comes out of this.
I would love to have to refill every lamp with oil, adds to the immersion
Following on Steam! Nice random recomendation, youtube.
whoa, this is fucking awesome, good luck bro ... do you have a discord? anywhere we can donate to help you out?
Thanks. Discord link is in the description, you're welcome to join 😁
Superb
I want you to draw me
This game is geting better with with every video i watch / listen tooo
You said rowboat. Would you have a sailing dinghy as well?
Do you sail? if so what, if not why not, I wish i could but can not but am working on it. Do you still have the runabout
I've been to sea a fair bit when I was younger, but have never been lucky enough to be aboard a sailing boat. (At sea anyway.) I live in sw Manitoba, so even the biggest lakes within a few hours drive might as well be puddles. (That and I'm far from wealthy). I do still have the runabout, hoping to get her on the water soon. I hope you get the chance to sail.
@@2eightnine no need for a 100k yacht to injoy sailing and although blue water is a dream. I'm limited to a pond maybe 150 yards of water and with diy plywood boat I'll get on that water what 3d program do you use
Many see pictures i see time and Devotion and realy good work
Thanks - this one goes back a long while. Did web ads for Canon and Bestbuy around this time.
Buitiful
splitscreen this game or make it online bro I like sailing soo much
For the lamps I think you have a perfect idea! Though I wouldn’t even mind if you went as far as to have to refill every individual lamp.