Jump to content
  • Advertisement
  • entries
  • comments
  • views

Crazy Seas DevBlog #1

Venatus Games




Whoa! Our first Development Blog! 

This is incredibly exciting for us, and hopefully will be just as exciting for you. Below you will be able to read some information on our up and coming game, 'Crazy Seas'. We have so much planned for this game and we are just in the very beginning stages, so before you read too much into anything, remember that 99% of what you see here is subject to change. A lot of the GIFs of in game footage you'll see here will be placeholder art or very Work-In-Progress. So again, take everything with a grain of salt. We are using a ton of temporary assets while we focus on development so try to look at the bigger picture. Alright with that said, keep on reading to find out more about 'Crazy Seas' and to even hear about some possible ways you can help out!


What is 'Crazy Seas'?

CS is a top down, 2D, pirate MMORPG that takes place in a fantasy pirate world. The game is planned to have a fairly large universe that is filled with player driven content. CS is a game that caters to you. If you want to be a total pacifist and stay away from any sort of combat, you can be a trader and stick to areas where you're unlikely to be sunken. Or, if you're battle hungry and lusting for loot, you can choose to be a fighter and dominate your enemies. Even if you're looking for a little of both, there's something for you in an Explorer like class. You can mix and match various classes of ships to fit to your liking until you're ready to take to the seas. You can earn treasure, gold, and experience  from traveling in the world, and there's so much more than just these basic things. But for now, let's stick to the basics. Stay tuned in DevBlogs to come to find out what else is planned for the game.



Right now, ships have basic movement finished. You can sail around, make turns, and even bump into other ships. Neat right? ships.gif.5a95370a781260b86285c9a8c34baa81.gif

We have two ships currently in game, the basic ship and the Dinghy. The Dinghy, or something similar, will be the starter ship for all players when you first join. It has one weapon slot, but can still pack a punch.


Eventually, there will be lots and lots of different ship types. We want there to be many tiers of progression and lots of different classes of ships. A trading ship should have more storage than a fighter, just as a fighter should have more storage than a trader. The goal is for each ship to have a set slot count, but randomized stats depending on what class its in. Each ship type will also have some different skins you can get to make it look cooler because let's be honest everyone wants a bad ass ship.

Ship Combat

Combat in ships is physics based. This way it requires some level skill to hit other players and doesn't automatically do it for you. This allows for even little ships to have a chance of surviving an encounter with a much larger ship. We have some things planned in the future to buff out weapons with various skills, (Fire cannonballs? Yes please!) but right now we have 3 weapons integrated out of a bunch that we have planned.

The first one is the Basic Cannon...


As you can see, this one isn't anything to fancy. It has medium range and in turn does medium damage. This is the most basic weapon and will probably be the most used. Just like ships, we plan to randomize that stat values of weapons and allow higher level players to use higher level weapons. Weapons will also have a unique skin system allowing them to function the same, but look 1000% more awesome.


We also have a Shotgun Cannon...


Currently, this is my favorite weapon by far. I mean just look at it. Shotguns fire in a cone and sacrifice range for high amounts of damage. Right now, a shot gun eviscerates a Basic Ship at close range. Obviously ships with more health won't be one shot, but smaller ships or ships that are low on health will be eaten alive. Here's a GIF of that.


Ships take damage in our game whenever they're hit, but there is a visual effect to it too. We want people to VISUALLY see the damage of the ship as it loses more health, that way you don't need to rely just on the health bar. When you hit another ship, it becomes combat tagged. Its speed becomes slightly slower and it's health bar becomes visible. This combat tag stops ships from speeding away (you'd have to use an ability to make a speedy exit now) and allows you to see how well they're faring. This also makes combat and aiming easier. Combat Tag will eventually be used to stop people from logging out or quitting the game mid fight as well. Here's a GIF.


And here's a GIF of some of the current cycle of damage ticks. We want to add some more, including some cool fiery effects.



Your health is reflected to you in your health bar, so if you take damage you can see it there. healthbar.gif.1957d4583aba9f1bc021fb34f7fbbe6e.gif

The Combat Tag prevents us from having annoying health bars floating on all the ships 24/7.


Modular System

Wondering why you haven't seen any sails? Well there's a good reason. They don't exist yet. Ships are going to be modular. What this means is you'll be able to drag and drop different parts on to your ship depending on how many slots it has. A fighter ship probably won't have has many slots for utilities, like sails and a crow's nest, but in turn would have more slots for weapons. Right now we have a basic system for this, but you'll have an inventory full of all your stuff later. (Also take a peak at the Ram, the third weapon that I mentioned earlier. It's in the game but doesn't have a function yet.)




Wind System

We also have a dynamic wind and weather system in our game... or at least we plan to. Right now we have a basic wind system implemented. When you're not moving, you'll slowly, and I mean slowly, drift in the direction the wind is blowing. However, when you're moving, you'll receive a nice boost for following the wind. This allows players who want to utilize the wind to get a nice reward while at the same time not hindering players who need to travel in a different direction. We definitely want to incorporate sails into this system as well so that you'll be able to get an even bigger boost for changing your course to fit the wind. Here's a GIF of the temporary wind meter and demonstrating some basic wind.


The wind can change strength and direction, and does so randomly. The longer it has been since a wind change, the higher chance it has to change. The longer it has been since strong wind, the higher chance for there to be stronger wind. And vice versa. It's actually a fairly adept system. Weather will play a big role into the wind eventually as large storms and/or blizzards will have an effect on it.



Right now, we have a basic Mini-Map as seen here.


It's nothing to special. and we're still deciding exactly how it will work. You will be able to see nearby points of interest and other ships by using your Crow's Nest, and probably will be able to track quests too. We're open to suggestions. We want to have a larger map as well that you can use to navigate across the very large world. The Map will be heavily decided by players, and various player made crews will be able to claim sections of it, but we'll get to that in a future post. 



This is really the last major feature I have to talk about in this blog, but it's in its very early stages as well. In CS you'll be able to dock at ports at various islands to access the towns where you can receive quests, buy and sell, and lots more. We want our game to have a player driven Economy, and without getting to in depth (save that for later ;) , each island's trade goods will be different. You'll want to go where the best deals are. You'll be able to quick sell by just docking your boat at a port, but we also want you to be able to get out and explore the town or city. We're still designing this system, but here's a sneak peek.



The menu for switching your weapons opens up when you dock, but can be opened on the fly by using the "I" key. The opening of the menu at the dock is just temporary. You are locked into the dock once your there and you need to hit Undock to sail away. Eventually we want to have lots of space on the docks so you can see other players ported there. The islands and docks will be MUCH larger than they are now, this is just placeholder stuff for testing. 


Eventually we want you to be able to toss an anchor up on an island that doesn't necessarily have a town or has a dungeon or other places to explore, but that's a heavy work in progress and there's not too much to share. Here's a tiny GIF sneak peek, but it's all placeholder for now.S


I'll have much more to share on land, treasure hunting, land combat, and AI in a future post.

So, What's Next?

Well first off, thanks for reading this far. If we caught your attention and this is something you're interested in, stay tuned for more posts and feel free to comment with questions and suggestions. We really want to be active developers and interact with out future community. If you have a genuinely good idea, don't feel shy. We may like it and it may end up in the game. In the next few update blogs, you'll be hearing about more developments on combat, skills, the map, land movement and interaction, and the economy. We have so much more on our road map than that, but it's going to take hard work and will be awhile before anything makes an appearance. We're open to the idea of a Kickstarter and are aiming to publish the game to an alpha version eventually, so please stay tuned. 


I mentioned earlier about helping out and what you could do, and if you're skilled in anything, feel free to shoot us a message. We are looking to expand our team. Below are some specific examples of what we're looking for, but feel free to reach out in other ways. Our twitter is @venatus_games, and you can find updates there as well. Thank you so much for checking out our game, and we hope you stick around to help build a Crazy Open Sea created by the players.


Open Positions:

Artists - We are looking to expand our art team and break away from placeholder art. Here are some concepts/styles we'd like you to be able to draw in or close to. You need to be capable of drawing module pieces for ships, terrain, and buildings. Be prepared to work on some items and other sprites as well. We are flexible. You can contact us by commenting below or adding Jack#2228 on Discord. 


Programmers - While we already have a strong development team, we are looking to add one or two more programmers. You need to be efficient and know what you're doing with Unity, and also have some Networking experience. If you're interested in being a part of an epic game, you can contact us by commenting below or adding Jack#2228 on Discord. 




Recommended Comments

Sounds really ambitious, I hope your network programmer is up to scratch! :)

Share this comment

Link to comment
1 hour ago, jbadams said:

Sounds really ambitious, I hope your network programmer is up to scratch! :)

Haha, He's quite talented!

Share this comment

Link to comment

Looking forward to seeing your progress, there's always room for more pirate themed games! :)

Share this comment

Link to comment
3 hours ago, swiftcoder said:

Sounds sort of like grapeshot.

Basically yes. That was the inspiration. It's more of a mounted shotgun because we're planning some other gun type weapons.

9 hours ago, jbadams said:

Looking forward to seeing your progress, there's always room for more pirate themed games! :)

Thanks! :)

Edited by Jack W

Share this comment

Link to comment
4 hours ago, Rutin said:

I love your concept! Very cool! Keep us updated!

Will do! New Blog coming soon with loads of changes! :)

Share this comment

Link to comment

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
  • Advertisement
  • Advertisement
  • Blog Entries

  • Similar Content

    • By RoKabium Games
      The red hued resources you can find in SAMA is mostly on the pink and brown side of red, but the Quarky is as bright and deep red as it comes!
    • By phil67rpg
      I have a very simple question, I am trying to rotate some vertex's around an arbitrary axis. basically I want to use glRotatef and glTranslatef to rotate a space ship I have drawn on the screen. here is my code of my  ship. what it does do is rotate around the origin when I  use the arrow keys left and right.
      void drawShip() { glPushMatrix(); glColor3f(255.0f, 0.0f, 0.0f); glTranslatef(-50.0f, 0.0f, 0.0f); glRotatef(rotateship, 0.0f, 0.0f, 1.0f); glBegin(GL_LINE_LOOP); glVertex3f(50.0f, 0.0f, 0.0f); glVertex3f(45.0f, -5.0f, 0.0f); glVertex3f(50.0f, 10.0f, 0.0f); glVertex3f(55.0f, -5.0f, 0.0f); glEnd(); glTranslatef(50.0f, 0.0f, 0.0f); glPopMatrix(); }  
    • By Ruben Torres
      [This post was originally posted with its original formatting at The Gamedev Guru's Blog]
      If you've been following me, you will probably know my interest in Unity Addressables. That is for a reason.

      Unity Addressables is a powerful Unity package that upgrades the way you and I have been tackling some of the most important challenges in Game Development: efficient, pain-free content management.
      When managing your game assets, it's hard to keep good standards that prevent our project from becoming a disgusting pile of mess. A big issue there is the coupling between the different responsibilities of our asset management systems.
      The way we store the assets in our project has way too much to do with the method we load them, and later use them.
      For instance, you may decide to store an innocent sprite in the Resources folder. This, in turn, will force Unity to build the player in a way that that sprite is put into special archive files. And the fact that it was put there, will corner you into loading it through the Resources API.
      Things get messy quicker than you can realize!
      One choice, multiple long-term consequences.
      A good system will prevent you and me from easily making sloppy mistakes like that. A great system will be that, and also easy to learn and use.
      With Unity Addressables, we separate the asset management concerns. Our goal is to remain flexible and to keep our project maintainable.
      Here are 3 proven ways Unity Addressables will help you and your games:

      1. Reduce Your Game's Memory Pressure
      When you publish your game, you'll be required on most platforms to specify the minimum hardware specifications your players must meet to buy and play your game.
      The math is easy here: the more hardware power you demand, the fewer will buy your game. Or, seen from another perspective, the better memory management you do, the higher the amount of content and fun you can offer in your game.
      Unity Addressables helps you in this regard enormously!
      To give you a brief idea, converting this kind of code:
      public class CharacterCustomization : MonoBehaviour { [SerializeField] private List<Material> _armorVariations; [SerializeField] private MeshRenderer _armorRenderer; public void ChangeArmorVariation(int variationId) { _armorRenderer.material = _armorVariations[variationId]; } } Into this other one:
      using UnityEngine.AddressableAssets; public class CharacterCustomizationV2 : MonoBehaviour { [SerializeField] private List<AssetReference> _armorVariations; [SerializeField] private MeshRenderer _armorRenderer; public IEnumerator ChangeArmorVariation(int variationId) { var loadProcess = _armorVariations[variationId].LoadAssetAsync(); yield return loadProcess; _armorRenderer.material = loadProcess.Result; } } Will bring you these results:

      Easy gains I'd say.
      -> Read more on Unity Addressables for better memory management in Unity Addressables: It's Never Too Big to Fit (opens in a new tab)

      2. Sell Your Next DLC - Quick and Easy
      The fact that Unity Addessables gives you full control over how, when and where to store and load your game assets is incredibly useful for implementing and selling Downloadable Content.
      Even if you are not thinking of releasing DLCs any time soon, just by using Unity Addressables in your project, you will have done already a big chunk of the work ahead.
      Other approaches for selling DLCs, such as Asset Bundles, are a very deprecated way of doing the same thing but at a much higher cost. Maintaining a well-functioning Asset Bundle pipeline is painfully time-consuming and requires a high degree of expensive expertise.
      There are many ways you can approach implementing DLCs in Unity, but for starters, this is a good starting point:
      public class DlcManager : MonoBehaviour { // ... public IEnumerator TryDownloadDlc() { if (_hasBoughtDlc && _dlcDownloaded == false) { var operationHandle = Addressables.DownloadDependenciesAsync("DLC-Content"); while (operationHandle.IsDone == false) { _progressText.text = $"{operationHandle.PercentComplete * 100.0f} %"; yield return null; } } } } You get the idea.
      Why would you say no to selling more entertainment for your players at a fraction of the cost?

      3. Reduce Your Iteration Times
      Using Unity Addressables will reduce the time wasted waiting in several areas.
      Tell me, how frustrating is it to be blocked for half a minute after pressing the Unity play button? And it only gets worse if you deploy your build on another platform, such as mobile or WebGL. This all starts adding minutes and minutes to your iteration times. It gets old so quickly.
      I don't like waiting either.
      But do you know what I like? Unity Addressables, my long-awaited hero. This is how Addressables will help you:
      A) Reduced Build Size
      Your game has a lot of content, I get it. Gamers love enjoying content. Developers love creating content.
      That doesn't mean, however, that every single asset you produced has to be included in the build your players will install. In fact, you should remove as much as possible.
      Players want to start playing ASAP. And they're not happy when your game steals 2GB of their data plan and 30 minutes of their gaming time. They'll just keep downloading Candy Crush kind of games that install well under 50MB.
      One strategy is to include only the assets needed to run your game up to the main menu. Then, you can progressively download the rest of your content in the background, starting, of course, downloading the first level of your game.
      It's also neat to realize that your deployment times during development will be much faster. You'll be able to iterate more times each day; this benefit quickly adds up in the long term.

      Unity Addressables - Reduced Build Sizes
      B) Reduced Load Times
      We, both as game developers and as players, hate waiting. Waiting takes us out of the zone and before you realize it, it is time to go to bed.
      Unity is working hard towards reducing the time it takes us to start playing our games, both in the Unity Editor and in the games we distribute.
      But not hard enough.
      Things look promising in the future, but not without side effects. Avoiding domain reloads in Unity 2019.3 looks promising, but as of today that's still in beta and not everyone can profit from it.
      In the mean-time, we can do better than just being frustrated.
      Let's say you're working on a medieval game. Several months ago, you implemented armor types for your game. You did a pretty damn good job and generated over 100MB of content.
      At some point, it was time to move on and right now you're working on something else, let's say sword fighting.
      Realize that, every time you press the play button to work on your features, you are loading an insane amount of data coming from all the already developed features, and loading this data takes a massive amount of time. You press play to test your sword fighting animations, and you spend 5 seconds waiting due to loading the armor features you implemented.
      The time wasted in loading is mostly spent on I/O (Input/Output), because memory bandwidth is expensive. And, on top of that, your CPU has to process it. You, as a developer, pay this time penalty while developing in the Unity Editor. But your players pay it as well in the games you are distributing.
      Knowing how big of a deal this can be, let's ask ourselves: which shortcuts can we take here?
      It turns out that Unity Addressables can help us here in two ways.
      1. Unity Addressables will reduce your Players' Loading Times
      We can alleviate some of our players' pain.
      Keeping indirect references to our assets instead of direct references will drastically improve your loading times.
      By using indirect references (AssetReference), Unity will not load everything at once but only what you tell it to. And more importantly, you have direct control over when that happens.
      2. Unity Addressables will reduce your Unity Editor Iteration Times
      How much do you know about the play mode script in the Unity Addressables Window? The play mode script defines how the Unity Editor should load the content marked as Addressable.
      With Packed Play Mode selected, Unity will directly load your pre-built addressable assets with little to no processing overhead, effectively reducing your Unity Editor iteration times
      Just do not forget to build the player content for this to work

      Unity Addressables - Build Player Content
      What if you applied these strategies to your most demanding content?
      4. Extra: Are You There Yet?
      It is true. Unity Addressables is very helpful. But this package will help only those who want to be helped.
      After reading how Addressables will help you producing better and selling more to your players, you probably want to start with it right away. However, starting in this new unknown area may be challenging.
      To make the most of your chance, answer these questions first:
      Where are you standing right now? Are you just starting, or are your skills production-ready? When to use indirect references, when to use direct references? What's the bigger picture? What is your next logical step? → Take this short quiz now to test your answers ← (opens in a new tab)

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

GameDev.net is your game development community. Create an account for your GameDev Portfolio and participate in the largest developer community in the games industry.

Sign me up!