The 2 players' game style idea reminds me of a game called: Keep Talking and Nobody Explodes. In this game, one player has instructions to defuse a bomb, while the other one is doing the actual defusing the bomb part. Though one player has only a sheet of instructions, the game still has an Overwhelmingly Positive review on steam. Hope you keep this idea, though a minigame would also be nice.
It might be fun if one player is the "captain" of the ship, and the other is the "sailor", they have to work together to man the ship, the captain would be piloting the ship and keeping a lookout for obstacles as you have right now, while the sailor would be running around the deck in 3D and performing actions like viewing the map, raising the sails, firing the cannons, raising the achor, etc. The captain would have to tell the sailor what to do because they are controlling the ship and have acess to more information, but it wouldnt be as one sided a dynamic as in Keep Talking and Nobody Explodes because the sailor would be in control of the map. I'm really enjoying these devlogs, thank you for them!
I think the coop roles should not be locked in so that if one player is doing maintenance, they can swap at any point and take control of the ship while the other player goes and completes other tasks. Having the map as a physical map on the ship that the second player would go to for assisting with navigation could be a cool idea.
Saying "lots of procedural systems are very generic..., they dont have any style or personality" while showing images from our god, Sebastian Lague, is a low blow! Jk ;) I enjoyed the video!
This game is coming along really nicely! I like the idea of the player controlling one part of the ship and the other player another, like a ship crew.
I think would be fun to have each player in coop with two actions like: Player 1: - Accelerate/decelerate - Shoot on targets Player 2: - Steering boat - See the map The second action could be swap and players could choose. Dividing control of the ship is quite of interesting.
Keep it up! You're amazing. Your project doesn't have to be a perfect game. It could just be a cool exploration of some ideas, which is totally fine. But honestly, I hope that's your goal. If your goal is to develop a game that is really fun to play, just make a gameplay demo with no graphics first. No procedural generation/subsurface scattering. Just blocks that barely work sometimes. Tweak it until it's fun and if it's not: boom. You just saved yourself six months of your life with a pang of doubt that the game isn't fun. But that's only if you actually want to make a game. If you want to do Sebastian style coding challenges with interesting math applications: then just do that. Clearly there's a market for that. (That's why I'm here.)
Love this game idea, and happy to see it's coming along! I definitely agree that having only one player hold the map and/or have to do minigames would be really cool. I think the player holding the map should at least be able to view what the main player can see - maybe by toggling between screens or viewing it in a minimap. Since the game's art style seems to be a big part of its appeal, I think its not fair for one player to look at the map the whole time. But I love the ideas! If you can pull that off, it would be awesome. I'm a composer/sound designer and can already hear music in my head for this game, so I'll keep following the channel and reach out someday when it's time to start thinking of music! If you want to talk sooner, let me know. I'd love to chat.
As I saw the pirateship i thought that having a cannon or buying a cannon would be really cool, it could also be contoled by the second player but it could also destory the sense of fear when encoutering a pirateship.
Really cool project! I’d love to see how you created the cool artwork design for the player’s treasure map and how you got that to work with the procedural generation.
Coop would be intersting if the two players interacted with the same world in different ways. One player would be responsible for steering while the other would have to maintain the speed/ health of the ship (by for example shooting down sea monsters or collecting wind emblems)
How do you plan to implement the competitive mode? If a level is completely reproducible with its seed, you could just play the level twice and on your second run know exactly where to go.
Yes. I guess it all depends on how serious I want to make the competitive mode... My first instinct is to have two types of high score : - First play -> so the time indicates how much the player managed to improvise on a map they don't know - Other plays -> so the time shows how much the player studied the level, planned their route, found shortcuts, etc. I think it can have fun speedrunning possibilities, especially since it's physics based and there are probably some glitches you can use Of course, people will always find a way to watch maps beforehand but in the end, I don't think it really matters :) Some live competition could be quite cool to watch, where 4 players get a similar seed at the same time, and people can watch them explore and solve the same map
Really clever & simple solution for your map generation! Everything I see is becoming really nice. Except as for the last video, your gamedesign idea sorry xD -> adding a competitive mode, mmm why not, but not likely. From the current art of your game, and the general peace of your video, adding a competitive mode doesn't seems right -> adding a timer and call it a competitive mode, worst idea ever. Again, it's not fun. Your game is peacfully & beautiful, why trying to add stress to people ? If you game is about competitivness. Make the movement quicker, add some sliding mecanics, make the movement more arcade, add some dynamic music. -> adding a coop mode, with the other player doing "some kind of mini game" -> worst idea. Nobody will play it. Think about mario galaxy & the mini coop game where the 2nd player move the stick to get star while the first player does the fun part, boring. And if the "mini game" is more integrated, it's not a mini game, it's a gameplay mecanics, where you need to be 2 to play the game. Overall, for now, it's not buying it -> Or push more towards the peacefull & calm aspect of your game. Make some sailing mecanics, where you need to move your sail according to the wind. Add thunder, big waves, rain, shark ? to add some challenge. -> Make it a game may be about survival, where you need to survive from one destination to the other (but not with procedurall level design though, it's harder to make it right) -> make it a fishing game ? where you need to sail to specific location, where the fish are, and go back to port A thing to consider: a game is generally made of stress, relief, growth & progress. (classic game: you fight enemy, you defeat enemy, you gain some strenght, you progress thought the game / map). If you don't have enemies in your game, you remove the "stress" part, so you still need some kind of stress to add some challenge and make your game entertaining. This stress could just be the strong wind that could push your boat on rocks or stuff like that. (note that the stress here is the result of an action - reaction that can be overcome to create a relief, not "just" a timer that stress by time, with little to no reward exept the fact to finish the game and have a score on the leaderboard. (it work for games like trackmania for exemple, games that are focus on competitiveness by design in their gameplay), but you cannot just add a ghost player & timer, and call it a day
I think it would be very cool to have realistic(ish) sailing mechanics. as a programmer and sailor I could give a hand with that if you wanted.
The 2 players' game style idea reminds me of a game called: Keep Talking and Nobody Explodes. In this game, one player has instructions to defuse a bomb, while the other one is doing the actual defusing the bomb part. Though one player has only a sheet of instructions, the game still has an Overwhelmingly Positive review on steam. Hope you keep this idea, though a minigame would also be nice.
It might be fun if one player is the "captain" of the ship, and the other is the "sailor", they have to work together to man the ship, the captain would be piloting the ship and keeping a lookout for obstacles as you have right now, while the sailor would be running around the deck in 3D and performing actions like viewing the map, raising the sails, firing the cannons, raising the achor, etc. The captain would have to tell the sailor what to do because they are controlling the ship and have acess to more information, but it wouldnt be as one sided a dynamic as in Keep Talking and Nobody Explodes because the sailor would be in control of the map. I'm really enjoying these devlogs, thank you for them!
I think the coop roles should not be locked in so that if one player is doing maintenance, they can swap at any point and take control of the ship while the other player goes and completes other tasks.
Having the map as a physical map on the ship that the second player would go to for assisting with navigation could be a cool idea.
Saying "lots of procedural systems are very generic..., they dont have any style or personality" while showing images from our god, Sebastian Lague, is a low blow!
Jk ;) I enjoyed the video!
ps: dont forget to make your prefabs static. You prob did, but just in case.
Haha I really wanted to change that, and never got around to do it... I absolutely adore everything Sebastian does :)
This game is coming along really nicely!
I like the idea of the player controlling one part of the ship and the other player another, like a ship crew.
You should try sea of thieves
@@ml6158 is it a good game?
Just wanna say that one player only having the map still sounds genious in my mind
Enjoying this series so far, keep going! :)
I think would be fun to have each player in coop with two actions like:
Player 1:
- Accelerate/decelerate
- Shoot on targets
Player 2:
- Steering boat
- See the map
The second action could be swap and players could choose. Dividing control of the ship is quite of interesting.
Keep it up!
You're amazing.
Your project doesn't have to be a perfect game. It could just be a cool exploration of some ideas, which is totally fine.
But honestly, I hope that's your goal. If your goal is to develop a game that is really fun to play, just make a gameplay demo with no graphics first.
No procedural generation/subsurface scattering. Just blocks that barely work sometimes.
Tweak it until it's fun and if it's not: boom. You just saved yourself six months of your life with a pang of doubt that the game isn't fun.
But that's only if you actually want to make a game. If you want to do Sebastian style coding challenges with interesting math applications: then just do that.
Clearly there's a market for that. (That's why I'm here.)
Love this game idea, and happy to see it's coming along! I definitely agree that having only one player hold the map and/or have to do minigames would be really cool. I think the player holding the map should at least be able to view what the main player can see - maybe by toggling between screens or viewing it in a minimap. Since the game's art style seems to be a big part of its appeal, I think its not fair for one player to look at the map the whole time. But I love the ideas! If you can pull that off, it would be awesome.
I'm a composer/sound designer and can already hear music in my head for this game, so I'll keep following the channel and reach out someday when it's time to start thinking of music! If you want to talk sooner, let me know. I'd love to chat.
personally i think there should be a mode with handmade levels, you get a personal touch you otherwise wouldnt get with procedural generation
I am absolutely loving your channel so far 😁
Great video! I love the subtle chromatic aberration we see using the spyglass, such a small detail but a really cool effect
As I saw the pirateship i thought that having a cannon or buying a cannon would be really cool, it could also be contoled by the second player but it could also destory the sense of fear when encoutering a pirateship.
The art is so beautiful
very smoos indeed
This looks like an awesome video! Can't wait to see the finished game.
face culling maybe an issue, but you can totally just instance all those terrain prefabs (or really, stamps) with a single draw call
i think it would be cool if there was fish and whales that you can see swimming underwater
Really cool project! I’d love to see how you created the cool artwork design for the player’s treasure map and how you got that to work with the procedural generation.
Great videos can't wait for more
Ciekawa łódka.
Coop would be intersting if the two players interacted with the same world in different ways. One player would be responsible for steering while the other would have to maintain the speed/ health of the ship (by for example shooting down sea monsters or collecting wind emblems)
Yes please
I would love to see how you made that scriptable object! It looks so much more organized than the ones I've made myself :D
How did you sample the height on your gerstner waves? I can not find anything online on how to create such a function...
How did you make the dropdown menu and other UI’s for the scripts in the inspector? Great looking project by the way.
How do you plan to implement the competitive mode? If a level is completely reproducible with its seed, you could just play the level twice and on your second run know exactly where to go.
Yes. I guess it all depends on how serious I want to make the competitive mode... My first instinct is to have two types of high score :
- First play -> so the time indicates how much the player managed to improvise on a map they don't know
- Other plays -> so the time shows how much the player studied the level, planned their route, found shortcuts, etc. I think it can have fun speedrunning possibilities, especially since it's physics based and there are probably some glitches you can use
Of course, people will always find a way to watch maps beforehand but in the end, I don't think it really matters :)
Some live competition could be quite cool to watch, where 4 players get a similar seed at the same time, and people can watch them explore and solve the same map
Hola, la carpeta Boris fx para que es??
Hi!
"Simple"
Really clever & simple solution for your map generation! Everything I see is becoming really nice. Except as for the last video, your gamedesign idea sorry xD
-> adding a competitive mode, mmm why not, but not likely. From the current art of your game, and the general peace of your video, adding a competitive mode doesn't seems right
-> adding a timer and call it a competitive mode, worst idea ever. Again, it's not fun. Your game is peacfully & beautiful, why trying to add stress to people ? If you game is about competitivness. Make the movement quicker, add some sliding mecanics, make the movement more arcade, add some dynamic music.
-> adding a coop mode, with the other player doing "some kind of mini game" -> worst idea. Nobody will play it. Think about mario galaxy & the mini coop game where the 2nd player move the stick to get star while the first player does the fun part, boring. And if the "mini game" is more integrated, it's not a mini game, it's a gameplay mecanics, where you need to be 2 to play the game. Overall, for now, it's not buying it
-> Or push more towards the peacefull & calm aspect of your game. Make some sailing mecanics, where you need to move your sail according to the wind. Add thunder, big waves, rain, shark ? to add some challenge.
-> Make it a game may be about survival, where you need to survive from one destination to the other (but not with procedurall level design though, it's harder to make it right)
-> make it a fishing game ? where you need to sail to specific location, where the fish are, and go back to port
A thing to consider: a game is generally made of stress, relief, growth & progress. (classic game: you fight enemy, you defeat enemy, you gain some strenght, you progress thought the game / map). If you don't have enemies in your game, you remove the "stress" part, so you still need some kind of stress to add some challenge and make your game entertaining. This stress could just be the strong wind that could push your boat on rocks or stuff like that. (note that the stress here is the result of an action - reaction that can be overcome to create a relief, not "just" a timer that stress by time, with little to no reward exept the fact to finish the game and have a score on the leaderboard. (it work for games like trackmania for exemple, games that are focus on competitiveness by design in their gameplay), but you cannot just add a ghost player & timer, and call it a day
so charming! shoot me an email if u ever need music made fpr your gamr!!