Don't worry, Seafarer isn't a game that I couldn't give up on even if I tried. I might not know when, but it'll definitely get a release.
Don't worry, Seafarer isn't a game that I couldn't give up on even if I tried. I might not know when, but it'll definitely get a release.
Look around at different forums like polycount, udk forums if you use udk, and other sites that people put up positions they're looking to fill. If you have a portfolio there are usually places on those sites for you to advertise those as well. It's a mix between looking for work and having people message you after hearing about or seeing your work. If you don't have a portfolio yet then there are usually groups of people making games for fun that you could try to join up with and gain some experience and something for a portfolio.
Most of my work is for Unreal/UDK, but I've also used Unity and some in-house stuff before.
The collector's edition hat comes with a lens flare that covers the screen. Select retailers also come with jelly that gets smeared on the screen when you're shot.
He's got little pointy nibs at the front of his feet. Might be kinda hard to see.
I'm using Unity 4 now, so I should be able to build Linux clients as well.
Yup, I just forgot to add it in for this, hah.
From little sailboats like this up to big warships with multiple cannons and a large crew and everything inbetween.
It's not actually voxes. It's a mix of 2D sprites and 3d models for some things. But yeah, I can change camera perspectives and angles
Yep, they're 3d models. I'll probably make a few different variants and have them randomly chosen.
Thanks, glad you like it!
Multiplayer is definitely something I'd be interested in doing down the line, though it's not high on my priorities right now.
There's still a few little things I need to fix with the HUD and combat, but assuming there's time left it's back to the cannons yeah.
Technically it's a bug, yeah. After you turn into a skeleton it's pretty much it. You're dead. But it's fun running around as a skeleton so I've left it in for now. Probably will until there's a restart dealio at least.
Right now the horizontal plane is finite, but loops back around on itself. You can travel into the distance as well with each layer being a new map pretty much. The boat you see in the background is a layer you can actually travel to and interact with.
I'm not sure how wide each layer will be eventually, but right now it's 3x the width of the screen.
You can see some of the old fishing work I did around the first or second week here in the images. It's from the old version, but the setup would be similar.
I'm not really sure yet. 3D models have a longer development process for them (making the model, UVing, texturing, making sure it all lines up) while the older way is much faster. Though I do like the possibilities the 3D boat offers.
This boat is an actual 3d mesh, the smaller boat isn't. Trying to decide which style I like more.
There will be other weapons, but instead of just buffing a stat I'll probably give them different playstyles. A rifle might give longer range and better accuracy, but a blunderbuss would pack a bigger wallop in close range. Stuff like that.
Harpoon gun, flintlock, rifle, blunderbuss and a handful of other weapons I plan on implementing.
I hadn't really thought about it, but it's possible.
I'll probably keep the resolution at 320x192 but allow for scaling. So if you choose a large resolution things will just scale up.
I thought about that, but 16x16 pixels doesn't give much room for telling the height of an enemy's attack. It would be like a 2 pixel difference while the boat would be rocking by that much anyway. Next update you'll see where I went with the melee, I think it came out in a nice middle ground.
The exclamation point is like a notification that you can interact with something. Though I have a bunch of other emote things that NPC's and such will use, yeah.
Maybe eventually, but it's not really high on my list at the moment.
Sure thing, I'll put some stuff in the next update about it.
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