Making A Pirate Game - Pirate Empire Devlog # 1

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  • Опубликовано: 15 ноя 2024

Комментарии • 6

  • @broken-rpg-cuzzo
    @broken-rpg-cuzzo Год назад

    Hey man your doing great work don't listen to the haters can't wait to see more progress updates have a fantastic day ❤

  • @hastorius
    @hastorius 3 года назад +1

    I subscribed just because you crossed out the non-existent potc movies.

  • @EvanDoesDev
    @EvanDoesDev 3 года назад +2

    Great game! I love pirate games.

  • @eddie.z
    @eddie.z 3 года назад

    Great devlog StretchyFish! Keep it up!

  • @tierzznick6449
    @tierzznick6449 3 года назад

    Could you give any example of existing games that has a similar gameplay or game idea? How is the gameplay gonna give out the pirate feeling except the fact that you use things such as boats and pirate ships? Im intressted in your idea and have hopes for it but i wanna know what it could look like in the end with maybe some minor tweaks or such?

    • @MichaelForestTechnologies
      @MichaelForestTechnologies  3 года назад +1

      Very glad to hear you find it interesting. - Completly understand. I know the video is a bit vaique. A lot of the specifics is still not completly set in stone, however the next devlog should come out in a week and will hopefully explain a lot. The over all ideas I have, is that the game is going feature a very large map (semi procedually) that should idealy take multiple hours to sail through. And at multiple islands will be towns that you can buy resources from and or hire different crew mates, which have different stats. I want different ships to have different carying capacity, and I want to adjust the system so that the player can't just have everything on them. They will have to make choices every time they go sailing about what materials to bring. (on a world map the player will be able to see what price each material is at each island), and they can therefor choose to use a more active play style and do ship combat and plunder, and then go sell/use those resources (Essentially, I want doing pirating activly to be very rewarding, but also be a double edged sword), that way, if the player chooses to, they can play more passivly, by essentially buying low and selling high, but that won't be as profitable.
      I hope to get the pirat felling, by having action the player needs to make, seem like that of a captain on a ship. Different crewmates will have different stats, different ships have different advantages/disvantages, what resources you should bring will be an important choice. The more pirating you do, the more renown the player will become, but the more sought after by boutry hunters aswell.
      Ideally I want the player to get some kind of attachment to their crewmates, but how exactly I haven't figured out yet.
      The best game in the top of my head to compare it to would be EVE ONLINE (And that might even be an overstatement), in that, you can choose different ways of achieving progress.
      These ideas are going to be a lot of work to get it working the way I intent, but I hope to make it work as I imagen.
      I am defintly open to other ideas through. :)