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DinosaurDigital

23
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5
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A member registered Feb 28, 2024 · View creator page →

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Recent community posts

thanks for playing! you should try the demo again but try moving the camera with middle mouse or pressing shift to activate your spyglass, it may enhance the experience.

PSA: you can zoom in and out with mouse wheel and pan the camera with mouse wheel button down. This should make aiming a lot easier than people are saying lol

thanks for playing! tweaking the ships is a bit difficult because the one in the game now is supposed to be the worst of them all but it should still be fun to play.

chests spawn a certain distance from the player and the amount of chests are constant so just keep a look out for them. 

as for the mines there is a known bug(s) where mines will explode and persist as well as trigger a death event on an enemy ship every frame for a certain time. thats whats making it say you sunk 70 ships 

Gald you enjoyed the demo. In the original demo there was floating text telling you if a shot bounced or not but it broke and i haven't fixed it! also I wouldn't get to hung up on historical accuracy, as im planning on having ships well into the 19th century in the game. 

also there is factional conflict in the game but it was disabled for this demo, but in the future french and british ships may be seen fighting eachother.

glad you enjoyed it!


you can actually scroll and pan with the mouse wheel to go into 3rd person.


yeah there is a bug with the mines that trips them up.

the cannons are actually on a gimbal but it appears it has stopped working

as for sounds i haven't really given them any attention at all compared to the main features.

thanks for the feedback! yeah the consensus seems to be that aiming is quite inconsistent which I completely agree with.  I am going to play around with different aiming devices and potentially some kind of soft mouse aiming. as for the pacing its a bit hard now with the lack of content but I definitely have a kind of "rest period" in mind between engagements for the player to look around for their next target/ area to go check out.  

yes thats very much not final, i just had to have somewhere you can read what you get in time for DD

im planning on adding a some kind of indicator to show ocean topography and firing arcs or something but im glad you enjoyed it

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im planning on adding a UI element to show how raised or lowered the sails are, right now if you tap W lowers the sails (makes you go faster) and tapping S raises them (makes you go slower).  so if you were holding W the whole time im sorry because that currently means you were moving in basically first gear.

the cannons landing short means they were intersected by a tall wave, if they go super far that means you fired from the top wave. right now wave height seems pretty hard for people to gauge, but I also have them set pretty extreme for this demo for testing purposes. I'm also planning on having the cannons tilt a little to counter the boat being tilted by waves to improve shot predicitability.

as for ship health, im planning on having a way to judge ships based on using the spyglass, but right now its not implemented. Also the volume of enemies in the demo is probably higher than what i expect the typical engagement to be in the final game so that should also help the player keep track.

thanks for playing!

Also this bug doesn't replicate on my computer in the editor or on the demo build :^)

I don't know what is going on with the dread meter. Currently it is supposed to fill by one every time you sink a ship and the necessary amount needed to fill the bar is increased based on level. I have seen on some systems the bar jumps around, but I have no idea what could be causing this since the only function that has influence on the bar is called when an enemy ship is destroyed.

glad you enjoyed it!

(1 edit)

the shift view will be more useful later, this is more of just a combat demo. the final game will have some "look around and try and find targets" moments

I'm interested in your issues with the water physics, I haven't had any major issues when running at 200+ fps? 

Thanks! Audio was pretty low on the list of things to get in before DD

its on the roadmap

incredibly based