honestly I watch a lot of devlogs but this is the only one where I would actually play the game. I think you should make the aiming a little faster in cannon mode, or maybe a keybind to "sprint". That way it doesn't take 10-12 seconds to turn around in a fast-paced battle scenario where seconds are precious. Also, are you planning on adding a co-op mode? I think a co-op mode where one player is in cannon mode would be perfect for the game, I would just love trolling my friends by cannon-jumping into an island :) Also one more thing, you should make a biome that's just open ocean, where large-scale ship battles can take place more easily.
Thanks for the kind words!!! Seriously means the world. I was actually thinking the same thing, cannon aiming is too slow right now. Co-op isnt something we've considered yet but does sound fun!
looking good, one thing i would suggest though is maybe tone down the caustics or foam on the water surface which ever it is meant to be, it looks a little too strong at the moment, keep it up though
Definitely lots of room for improvement but amazing so far! I think you should change the white part of the ocean texture to a lighter blue, it's kind of distracting. A suggestion could be different ammo types for unique types of gameplay: Cannon - Standard Ammo Type Grapeshot - Shotgun Ammo Type Harpoon - Sniper Ammo Type (maybe slows ship speed when hit) Net - Stun Ammo Type (maybe ships hit are unable to turn and slowly continue in the previous direction) Gun Powder Keg / Barrel - Thrown Bomb (short range) I think there could be floating crates in the water and when you collect them, you'll receive a random ammo pick-up. Having a limited ammo supply will encourage players to constantly explore the map to find more ammo thus making good use of the environment and encountering AI ships. I hope this helps, good luck!
@@floast what exactly will be the core game loop? I'm hearing about different mechanics, systems, and features (combat, economy, finding loot, seeing different biomes) but I don't recall any time where a clear game loop was laid out. You should do a video on that at some point. Like, as a player, what is my goal and what is my motivation to keep going?
@@CoreyFarr thats a super good point! We could totally to a video on that soon. We have thought about it but i think i'll save the explanation for a video so i don't miscommunicate it over comments.
This already looks great, an Idea i think would be nice is, if you could trade with other ships you meet on the ocean, instead of just ports you mentioned in ad different devlog. keep it up :D
We were actually throwing that idea around! It eould be really fun to have different merchants or even personalities to different ships and its something we're hoping to work on once we come back from our break!
honestly I watch a lot of devlogs but this is the only one where I would actually play the game.
I think you should make the aiming a little faster in cannon mode, or maybe a keybind to "sprint". That way it doesn't take 10-12 seconds to turn around in a fast-paced battle scenario where seconds are precious.
Also, are you planning on adding a co-op mode? I think a co-op mode where one player is in cannon mode would be perfect for the game, I would just love trolling my friends by cannon-jumping into an island :)
Also one more thing, you should make a biome that's just open ocean, where large-scale ship battles can take place more easily.
Thanks for the kind words!!! Seriously means the world.
I was actually thinking the same thing, cannon aiming is too slow right now. Co-op isnt something we've considered yet but does sound fun!
looking good, one thing i would suggest though is maybe tone down the caustics or foam on the water surface which ever it is meant to be, it looks a little too strong at the moment, keep it up though
Definitely lots of room for improvement but amazing so far! I think you should change the white part of the ocean texture to a lighter blue, it's kind of distracting. A suggestion could be different ammo types for unique types of gameplay:
Cannon - Standard Ammo Type
Grapeshot - Shotgun Ammo Type
Harpoon - Sniper Ammo Type (maybe slows ship speed when hit)
Net - Stun Ammo Type (maybe ships hit are unable to turn and slowly continue in the previous direction)
Gun Powder Keg / Barrel - Thrown Bomb (short range)
I think there could be floating crates in the water and when you collect them, you'll receive a random ammo pick-up. Having a limited ammo supply will encourage players to constantly explore the map to find more ammo thus making good use of the environment and encountering AI ships. I hope this helps, good luck!
We were hoping to add ammo types at some point but hadn't thought of nets, Thats a super cool idea! Thanks for all the feedback and kindness!
Soryy for missing out the video, had some issue through my life lol, but am back and fresh! Glad to see some combats implemented in the game!
Glad you got a chance to watch!!
@@floast Glad I did :p
Looking great guys!! Excited to see more.
Thank you! We're excited to make more :)
@@floast what exactly will be the core game loop? I'm hearing about different mechanics, systems, and features (combat, economy, finding loot, seeing different biomes) but I don't recall any time where a clear game loop was laid out. You should do a video on that at some point. Like, as a player, what is my goal and what is my motivation to keep going?
@@CoreyFarr thats a super good point! We could totally to a video on that soon. We have thought about it but i think i'll save the explanation for a video so i don't miscommunicate it over comments.
@@floast great!
nice work!
Thanks!
Cool! If you ever need any music, I wouldn't mind making some for the game.
This already looks great, an Idea i think would be nice is, if you could trade with other ships you meet on the ocean, instead of just ports you mentioned in ad different devlog. keep it up :D
We were actually throwing that idea around! It eould be really fun to have different merchants or even personalities to different ships and its something we're hoping to work on once we come back from our break!