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Would love it and appreciate it if The Whaler got a vote for up and coming indie!
You can also win game keys from IndieDB just by voting!
Vote link is on the page!
*Some of the art for kickstarter tiers, wonder what they are? Well, you can control these for the free roam camera, and fly around your ship, enjoying the view.*
Hey guys and gals!
It`s been an very busy week, and it will continue to be so for the next months. Alot of thing`s has been taken care of regarding animations, music, models and so forth and its very exciting to get things in order, so production can go smoothly and efficiently. Also, from now on the updates will come monthly (unless there is something extremely important to get out).
So here is some screens for you to enjoy and dream about for about a month until the next update.
Concept art of the cook, he has a pretty cool narrative story and it`s going to be cool to get your feedback on that in the full version of the game, he will not show up in the vertical slice.
Textured fiddel character in some variations. He is looking great, this is actually one of my favorite part for you to experience ingame.
Game ready version of the whale, he is a lean mean killing machine. Old Grumpy. He has been hunted before but always managed to escape, he has years of experience. (Unity render)
So this is it from the art side, can`t show you everything so will be little drops here and there. When we have a trailer ready it will show only in game gameplay. It`s going to be super cool, I can promise you that!
See you again in august!
So I tought I would show you guys the fiddel player character and also a gif of the social ability you can do when he is playing on the ship.
Also, the interview is live so you can take a read of it here:
First, Roland started doing some easy face concepts last week, and since I liked the design of it, it would be great to have this one as the fiddel player.
He also did some quick concepts of a captain design, or first mate. Here we will at a later stage have more variations of costumes and hats. He is doing a great job with this, being busy with other projects as well.
Juras3D started in the weekend with making the head model of the fiddler, the idea is that he will play an irish jig on the ship. Here is the variation of his face with and without a beard. Reason there is both, is because I really want to have him shaved when you leave port, and during your time on the voyage the crew would have grown a beard (like me)
Here is the High Poly version of the full character
Juras has now also started making it ready for the engine. I hope the next update will be a fully textured one. I really hope you like it!
Here is the player clapping when the fiddler is playing, this is one of the social features you can do.
This is still an early version of the animation but I wanted to show you anyway.
We will soon go over to monthy updates or every two weeks, depending on what you guys want. A huge update or it being split into two. This has been a few interesting days, with meetings that are exciting for us at the moment so there will be alot more to share in the future.
Until next time crew mates!
This week theres a small update before we start jumping over to monthly updates, a composer has been hired to do 2 of the songs for the VS. You can check out his music here:
Ninichi will also be publishing a small interview and one of the songs tests she did for the game on tuesday, so keep a look out for that here: ninichimusic.com/
Also, hands and pipe has been sent to the animator. So there will be some animation gifs coming later on for you to check out. We have some meetings next week which is exciting stuff as well.
You can read more directly on what the Vertical slice has with the font test. Its hard to read, I know!
Time for a new small weekly update!
So this last week we have finished the ship control system for now, it is looking pretty sweet with the rudder and everything with one of the placeholder ships we have, we started out with some cubes to check how it behaved in changing from calm to heavy waves. Next time we take a look on that system is after the VS ship is finished, thats when all the really hard work begins.
Other than that, we have also been in contact with a UI designer which will do some pretty nice work for us. We are setting up some sketches regarding the HUD and main menu as well as the rest of the layout.
A composer regarding more of the music has also been in contact with us and we are currently awaiting some demo songs to catch the right feel. Needless to say, music plays a huge role in this game so its crucial that it feels both correct and top notch. Hopefully I will be able to give you guys a preview soon!
An animator has been contacted to perfect the social abilities and other animations such as waving, smoking from a pipe, clapping, idle, walking and eating/drinking.
Asset creation has also been going steady, and I have been very busy doing some asset tests to see where we can save both time and money for the vertical slice. Here are some previews.
(A bottle test, this is what the player can drink from when seated at the captains table.)
(Barrels found randomly on the ship, as well as in storage during transport runs from port to port)
(Captain`s gun found on the desk in his cabin)
(Bread and cheese, the food in the game can be consumed)
(The hands, there is better hands that are currently being retoped and rigged. The hands will also have a texture with old sailor tattoos)
(From the asset test, checking how it all pans togheter)
On a general note, about 40% of the assets for the ship is done from start. What await`s regarding them is only texturing and collision. Around 15% of the assets is from the asset store and will save us some time getting things ready as of now, we might just throw them out all togheter and make all of it from scratch if we see we have the time and if the VS is going as planned and everything works out well after summer, we will defintly do those 15% from scratch. But as placeholders they do theyr part for now.
Looking forward to the next update!
Time for another update with how we are doing. We have now started production and I will continue to update you guys trough the week`s ahead, something`s we will share and some we dont`t, can`t spoil all the fun right? But I can at least guarantee that we are on track for a powerfull vertical slice.
Programming: The programmer is now doing Water Test - Perlin Noise / Heightmap Calm checking at comparing to our references.
Modeling: I have spent most of the week gathering reference pictures for asset`s so I can fill the ship when it`s ready, this is a very hard job but luckily there are alot of book`s out there. First out was one of the spyglasse`s, a Dollond from mid 17th century. Did some material`s testing on that one as well and will finish that asset tomorrow. Soon I will also start texturing, rigging and animating the first person arms/hands.
Until next week!
Weekly Update #1
[indent=1]All the 5 first illustrations have been finished by the concept artist Roland, these illustrations are to give you a feeling of some actions you can do in the game. The work going on at the moment is to do the rest of the illustrations, some logo work and to carve out more of the vertical slice version of the game, such as making a list over which features to include and how to include them. This is almost 80% done and ready to be sent to the consultant for him to go over and give his feedback on it.[/font]
[indent=1]After having some bad luck regarding realism from some of the early artists, I decided to get an experienced one involved, and now Fabrizio Bortolussi aka "The Hand" got the job to create the first ship and to set the standard of how this is going to look for all the ships in the game. If you dont know who this is, he has worked on the following:[/font]
- Kill Bill
- District 9
- Silent Hill
- Narnia 3
- Underworld: Evolution
- Silent Hills (Now Cancelled)
- Star Citizen
[indent=1]And much more[/font]
[indent=1]This is to say the least, extremely exciting. And after the summer a fully explorable AAA quality 17th century ship will be ready to show of, when it is, I will make a video where we will go trough the ship explaining some of the features to come. Might do a video and a stream of this in case some of you wants to ask questions and feedback live.[/font]
[indent=1]Until then, the work starts to get more artists and programmers involved, the vision for this team is max 4. So I will be looking for 2 programmers and one more artists to join this project and make it ready for crowdfunding and application to NFI for devolpment funds. If that dosent happen, it will of course continue as planned, but just take a bit longer.[/font]
[indent=1]Thank you for reading and I hope you liked the update![/font]
Trading with other players is essential in every trade sim, and it will be even more personal in this game.
Proximity and voice chat will help you define the need of items you want to exchange with the other player, or maybe you need ale for the crew and want to change it for some nice map information or sightings?
You will also be able to team up to stand stronger against the challenge ahead regarding pirates or english authority.
Ninichi has been hired to provide some of the music for the prototype/vertical slice version of the game. She has exstencive experience from making music in the indie community, so I have no doubt that she will come up with something that is beyond amazing. First out is the OST for the main menu.
You can check out some of her work here
I`ve decided to show you one of the illustrations made by the concept artist Roland, this is a !!WIP!!
The rest of the illustrations are done later this week, before we start on the last 10 to show you. After that, the work starts on the Concept art design itself.
A consultant has been contacted who has extencive experience in one of the leading games today, specially on twitch, its always on top 3. Hopefully this talk will end in a good working relationship to make sure the project always stays on track. ,I`ts very important for me that this game is done properly and good enough for all of us to enjoy!
There is alot of good and great ideas on the board and I`m so excited keep you updated every step of the way.
Sometime after the summer I hope there will be a great prototype for you to test out.
When the game design starts, it will be shown in batches with updated on what comes next, so you have something to look forward to.
Remember to follow and check out http://www.indiedb.com/games/the-whaler-working-title for updates as well.
Throw a follow on twitter to for even more news: https://twitter.com/trym_studios
I`m super excited to show you the Concept Illustrations and Designs coming sporadicly. These last month`s and specially these last few weeks has been very informative regarding research and figuring out how this will be a fun game for sim lovers.[/font][font='Trebuchet MS']
Any feedback and ideas you might have is highly valued as well.[/font][font='Trebuchet MS']
Thank you![/font][font='Trebuchet MS']
News: 29.05.2017 Concept Ideas[/font][font='Trebuchet MS']
- Crew Members having moral-cricis being exposed to whale hunting, eather by change of heart or by how many times the same crew member joins the hunt in the jolly. (Feedback idea from gamedev.net by ninnghazad)[/font][font='Trebuchet MS']
- Customization of the ship: Captain`s Cabin, Kitchen, Sail`s, Color, Crew room, Storage room etc.[/font][font='Trebuchet MS']
- Business factory interaction ala The Guild. Upgrades and visiuals = Productivity.[/font][font='Trebuchet MS']
- Player can intigrate with the map in Captains Cabin, choosing where to fast travel = Port. Discover islands to note and to establish trade routes with.[/font]
CONCEPT STAGE: If you are one of those who love naval games and sim, this will be right up your alley.
A whaling company "Simulation" game sett in the 17th-18th century. Almost Everything happens on the ship, and as a captain you will deal with all the tasks from that time. The ship will be really detailed with alot for the player to do, and of course there is also the trading and business aspect of the game model.[/font]
As the player, you can expect to:[/font]
- Make moral decision when some of your crew members are sick. Will you throw them overboard to save the rest, or spend extra resources to care him back to health.[/font]
- Delegate crew orders like scrubbing deck, repairs, upgrades, crafting and so on.[/font]
- Take part manually in the above.[/font]
- Arrange social nights with shantees and ale to boost morale.[/font]
Carve whale art for selling when you make port or just to show of to other players online.
Trade whale oil and other goods for the best price at port. Earn money for upgrades, new ships, new crew member specialists like doctors. Expand your business.
- Meet other players to trade goods and rumours of whale or other spottings.
- Play dice and other games with the crew members.
.- Engange in an action phased hunt for the whale, with a slow motion ability to make the kill.
- Do some fishing to get more resources or just try to catch all of the different fish for your collections.
- Surive the storms, while you delegate orders to minimize the damage.
- Explore everything the ship has to offer.
Concept Artist: Roland Lucaciu has been hired to do all illustrations and designs for this project. Previously he has done work on Empathy: Path of Whispers which is another very atmospheric game on steam today, this made him perfect for my vision of this game. The art will come sporadicly during these next few weeks.[/font]
You can read and follow up here as well.