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  1. Hi Captains! I hope you are all enjoying your summer, its been a few months since last update. This is mostly because the I've had to focus a bit more on my health, 20 years in front of a computer has taken its toll on me and I am now better at taking a break and hitting the gym, overall I am feeling 10 times better and more motivated than ever! So here is a new update of what we have had the time to focus on since March! first lets start with the tech updates! Tech update build 0.5.6 r003: [NEW FEATURES] Added ledger interface + prompt (Toggle with "K") Added wages and debt interests (Calculated monthly) Added weather effects & blending (Cloud/Clear) Added "Rain" weather effect (Experimental) Added ability to climb the rigging and cordages (Free-Look) Added the "command crew" mode (TAB) - (Experimental) Added ambient volumetric lights Added "End Game" prompts Added lighting on water VFX particle effects Added main menu UI sounds (Buttons) [IMPROVEMENTS] Improve staircases physics (WIP - ship movement) Improved staircases and deck collisions Improved "idle" smoothness (WIP= Optimized volumetric lighting on lanterns Tweaked ships angular drag Tweaked center of mass of ship Tweaked camera height (player view) Tweaked post-processing settings Tweaked ambient water audio Tweaked ship buoyancy Tweaked post-processing settings Tweaked Storm weather waves amplitude Tweaked safety to ship max speed Integrated a different rendering technique for ship trails Modified Whale quest location [BUG FIXES] Fixed issues with global reflections Fixed player lantern cycles Fixed crafting station lookat physics quirks Fixed some scaling issues on ship hierarchy Fixed staircase clipping issues (lower decks) Fixed water extrude rendering issues Fixed issues with UI ordering Fixed an issue that caused some goods to be impossible to trade Fixed an audio global revered audio applied to foleys Modified "whats new?" block We have also improved the fog in the game which gives a better and more gloomy look! As the tech update mentioned, we are experimenting with the crew options. First out is the assigning of a helmsman, he will sail you to the next island while you explore the ship and you can also command him from any part of the ship. We are experimenting with a ledger gives you a quick view of the monthly expenses. Climbing the rigging and leaning on it for a better free view is also implemented int his build. You can also see we have improved the ocean a bit. Overall the improvements have made the build more streamlined. (Please excuse the GIF quality) Steam! Here is a link to our steam page: https://store.steampowered.com/app/1121220/Seas_of_Fortune/ Here you can take part in the discussions or ask any questions you want and even wish-list it! I hope everyone has a great summer and I am already looking forward to the next update for you guys! All the best, Captain Tommy
  2. Trym Studios

    Seas of Fortune

    Captain a ship in one of the most intense rich-rushes in history! Choose to be ether a Whaler or Merchant and when you set out from port, nothing but your wits stands between you and a watery grave. Seas of Fortune will immerse you in the cold hard truth about life at sea, but you're not alone. Your crew stands with you in your battle for survival and riches. Keep morale up, supplies stocked and the ship in repair. There are riches to be had, and Legends to be found. Features: Become a powerful merchant - earn money by trading, exploring, or taking on transport missions. Enjoy the beauty of the sea! Earn enough gold to buy bigger and better ships. Customise your captain`s cabin with the finest furnishings. Protect your cargo from pirates and hostile nations. Carve whale art while at sea - create something beautiful to sell for extra gold, or show it off online to your fellow Captains. Interact with your crew - sing sea shanties or dig into conversation to find out who they are. Bond with them and earn their trust! Intuitive interface and gameplay - enjoy the great atmospheric gameplay at your own pace. Make your own adventure. Craft items to sell or use towards repairing your ship. Explore fully-realised ships, with something to do around every corner.
  3. Posted by TrymStudios on Mar 7th, 2019 Hello again Captains, in this update we will dive into the big optimization of The Dawn, and I can now say Its done, this was the last time we touched that ship in regards of its overall design, that feels like a big relief considering its taken a while to get it right and up to my liking. Huge shout out to Vladimir Sitnik for helping out on both the texture work and the optimization. So, lets dive into what we have been doing! The Dawn We realized the ship was a bit overkill in polys, so we managed to reduce these without the loss of quality with almost 60%. Which is huge, we also redid the textures on almost the entire ship, we removed some details and added some new ones that we thought fitted better and the feedback so far has been that it was the right decision. Lets take a look at some of the before and after pictures. We also fixed the overall shape of the ship, as if you can notice on the before pictures from the front, it should have been more round and accurate to a ship design. By doing this, the captains cabin also became a bit bigger which leaves more room for us to play with, we also moved the whipstaff from behind the mast to the front, so you will no longer see the mast right in front of you, even if that is more accurate for the model it was frustrating from a gaming perspective. Cocca Veneta Since we are finished with The Dawn, we also started blocking out the Cocca Veneta, and older 16th century ship. We dont have much update on that yet but here is some pics from the blockout process. This ship has more rooms and a different steering system, it also has a front tower which was common in some of the earlier ship as they had a medieval touch on them. Build Notes -=- Version 0.5.2 Notes -=- On our very placeholder menu we added a window for the changes that has been done with every update, so our testers can get a better look to what has been changed. As of version 0.5, we've effectively rebuilt the game more or less from scratch to transition from a 'shaky playable prototype' to a more rigid development environment. We've actually got more done than we had originally anticipated, which speaks to the fact the previous code base was not as bad as we had estimated (great!) - Added lights for island 2 (light tower) - Added NPCS + AI (they can walk, etc.) - Added NPC ship + AI (navigator) - Added NPC to interact with to initiatite trade with ports and other ships - Added placeholder furniture customization mode - Added rotation and velocity inheritance system for NPCs and player (while on ship) - Added Water volume extrude (water no longer renders below-deck) - Added Running - Added cam limiters - Added underwater camera render (if thrown overboard) - Added crafting animation (wip) - Added player objects (Lantern (lit), spyglass (camera), pipe) - Adjusted night/day cycles and fixed rendering issues - Adjusted player interactive zone - Tweaked UI sort order (quest completion pop-ups on top, etc.) - Calibrated horizon rendering and distance fog - Prevented slippery deck under most situations - Lit up the night slightly - Removed all transparent shaders - Added whipstaff hard lock - Updated UI and info panels including F1 overlay - Optimized lag (rendering) - Updated sails procedural animations - Reskinned islands (placeholder) - Increase top-speed for current ship - Improved NPC random-generation - Polished ladders (wip) - Added patch notes section in main menu - Updated some of the trade goods icons - Updated sounds - Updated ship visuals - Updated hands animations for player - Updated NPC animations - Decreased mouse delay - Reimplemented quests, and added partial hunt whale quest - Reimplemented and skinned the minimap system - Reimplemented main menu and character customization (free flow) - Reimplemented compass logic & waypoints system (tied to Quests) - Reimplemented active stations (lanterns, bell, cannons, etc.) - Reimplemented and calibrated audio ambiance system - Reimplemented crafting and trading (entire flows) - Fixed a number of issues with water physics and render - Fixed an issue that caused a ship's physics to act inaccurately at the end of a 'high wave' - Fixed Fiddler talking issues - Fixed a number of issues with ship collisions - Fixed issues with quest journal - Fixed UI flow issues (locks) - Fixed navigation leaning (Z,C) 93 feature tasks 212 internal bugfixes 26 external bugfixes Crew As we add more crew we want to make sure it all works, so a walking cycle was implemented which is still in testing and will need some adjustments. But as of now we can stop a crew mate and talk to him (We dont have the dialog in yet) and he will turn around and what to see what you have to say. Eventually some oft he crew will have chores to do and you will see them going about their business trying to keep your ship afloat! Figureheads One of the artists working with has made some figureheads you will be able to craft. This will be done in blocks and later in development we want the option to change these out as you get more blueprints. Here is a process of the blocking process. This will work with each block being visible at 25% - 50% - 75% - 100% Trade We have also added a bunch of new trade materials. Fish, Cloth, Bricks, Honey, Wine, Meat, Beer, Spices, Hemp, Wool, Salt, Leather, Pottery, Skins That is all folks, remember to check out our webpage www.seasoffortune.com and join our social channels! All the best!
  4. Hey All! Its been a while, these last few months after the summer was rough, and involved a lot of hard work considering we have no budget and we have to keep such an ambitious project alive! We had our last community build out a while back and used a lot of the feedback we got from the greatest community on earth to fix and tweak things, so here is a list of what we have been up to, lets get straight to it! Animations: Our great animator Captain Lee spent a whole lot of time doing animations for us, as you saw in our previous update he spent most of his time on the first person hands. We have now added some of those in the build, after that he spent even more time doing some animations for the crew members, the focus this time was mostly idle animations. Conversations is always crucial for having "life" on the ship, so constantly finding out what fits is not only a fun progress but challenging. Having the crew do random idle animations that would make sense on a ship is also very important Build Notes: Lets jump to some tech stuff! -=- Version 0.4.1 Notes -=- * Implemented TRADING - Players can now buy / sell goods at ports. Each port has its own economy! * Modified the 'Third-person' camera view (Pressing 'V') with limiters and slightly smoother transitions (WIP) * Added the Crew System which includes two different behaviors (Deck Scrubbing, Talking). (In the future, Crew members will be able to dynamically switch between tasks) * Crew Members now have their clothing and beard randomized * Added a weather system (it can rain, clouds can change, etc.) * Added a day & night system (currently too fast!) * Completed Crafting System and UI overhaul * Added the character customization screen (portrait) * Added the ability to use a candle ("L") when its dark * Added the ability to pick up and hold a pipe ("P") * Added lanterns throughout the ship which can be turned on/off ("E") * Added cannons that can be fired (X6) ("E") * Sails are now animated (only an idle cycle for the time being) * Integrated audio hooks on the character (walking) * Integrated audio tracks and ambient loops (including a dynamic ambient audio system that is synchronized with ship water movement) * Added some crafting recipes * Improved water physics (buoyancy) and ship's navigation controls (WIP) * When using the whipstaff to navigate, can now lean left/right using "Z" and "C" * Replaced previous islands with new models, textures and lighting * Improved the Quest System by adding a new series of new Quest Categories: Craft a good, Buy a good, Sell a good. A new quest relating to crafted is now active by default. * Added contextual UI callouts -> When nearby an 'interactive station' (Whipstaff, Fiddler, etc.), when close to a Port, etc. * Multiple improvements to the ship's collisions * Changed the compass (now using a 2D UI asset) and waypoints * Added 'water splash' effects for the ship to make it feels a bit more realistic * Partial reskin of the Quest Book * Skinned multiple UI elements (popups, callouts) * Fixed multiple issues relating with 'game context' which resulted in mouse locks and other unwanted behaviors * Fixed multiple animation quirks and issues * Fixed multiple critical level shader issues that would prevent the game from working on various tech configurations * Optimized volumetric light performances * Optimized and streamlined visual assets to improve performances on lower end systems (GTX 580 / 8gb RAM) * Added a demo version text overlay to quickly walk through new controls Character Customization: Previously this was only tested outside the build. But we also added the option to change beards after some feedback from twitter, once we get more characters this option will be enabled in the build. I did not have the time to finish the frame in time to get it in the build. But whatever picture you choose here, will be displayed on your Captains table. Trade: Whenever you reach a port now, you can buy and sell goods for either making a profit, or for crafting at the workshop. As the game progresses we will add more and more goods for to sell or buy. The wallpaper will properly display the port you are in as well, creating a unique animation in the different ports. Sailing: We have of course worked on the physics, which seems to be a never ending thing. Steering feels a bit heavier now, so does the turn ratio. Also, sailing at night when you cant see anything? Of course, why not! Crafting: We have added a few crafting recipes, so harpoons and rum can now be made on the ship. If you run out of items you would have to buy these at port. Harpoons can be sold at outposts for a pretty nice profit. Adding new recipes is also something we will continue to add as we go. Crew: We have not added any crew interaction as of right now, except the fiddler (He will play a song if you want him to) But you can watch your crew mates work and talk around the ship. Cannons: Of course, firing cannons is the fun part! Later on you will be able to command your crew to do this for you! Whats next? As we throttle trough with tweaking and adjusting things on feedback, I have also started a new player ship! Yes, I know, very exciting! This time its the Cocca Veneta, a 16th century was an unarmed merchant vessel , trading from the Mediterranean, in particular Venice. The term 'Cocca' was applied to small merchant ships sailing from Venice to the east. Characterized by a high prow and stern and a simple, maneuverable rig with 3 square and 2 lateen sails. Their length was 20-30 meters and under 2000 tonnes displacement. This ship also has a different and earlier steering mechanism which provides a new play style. Take a look at the model I am working from here: If you want to reach out for whatever reason, you can always send us an email at contact@seasoffortune.com or check out our website at www.seasoffortune.com Until next time Captains, Have a great Christmas and a happy new year! - Captain Tommy
  5. Ahoy Captains! Just a quick recap over what we have spent our time on this last month! One of the very active 3D artist who also does historical reconstruction in 3D has made an amazing merchants pistol in two variants for us, it has been rigged and we are now soon thinking of starting the animation of this beauty! This artist also bought himself a sail boat the other day, he is a proper Captain now, congrats! We have also spent some time on streams, fixing issues on the ship. So if you would like to follow that progress, you can do so here www.twitch.tv/trym_studios Meanwhile I have been diving into the texture issues, Dibble has been working on our inventory and dialog prototype to get that ready and to our liking. VFX We have also worked on the VFX for the cannons for "The Dawn" as well as the hit effect when you defend yourself. Animations As in the previous update, we are redoing and adding some new animations. We felt some of the updates needed a better touch and feel to it as well. Want more info, you can always check out www.seasoffortune.com Now to another important part, summer vacations are coming up so for our backers, the next community build will probably be in beginning or mid September. There will be a change in the build in regards of the overall lighting and waves + some more goodies. Looking forward to the feedback for that. However, to get the project going a bit faster, we are also looking for people to help out on the project, so if you have some C# and unity experience, please reach out if you find the project interesting at contact@seasoffortune.com OHHHH and we starting working the pirate NPC ship. A few updates down we will share some progress of that one! All the best, and have a great summer!! - Captain Tommy
  6. Hi! The game we are working on is looking for some more programmers to help out make the game a reality. We are using unity. You can read some more about the project here: www.seasoffortune.com https://www.indiedb.com/games/seasoffortune https://www.youtube.com/watch?v=-5ggF2Mr-2k This is a rev-share model we are going for now until we hopefully would get proper funding. please email contact@seasoffortune.com if you are interested or have any questions. All the best! Tommy
  7. Hi Everyone, first I want to say thank you to everyone who backed the project, but sadly we had to cancel the Kickstarter campaign. We could not recover from 7% in 22 days, we knew it would be tough with no public build for backers to test and to send the press for coverage but all things considered, thanks to you, we did good nonetheless. We will take a look at the overall campaign design, the rewards, the pitch and the trailer as we see they could all be done better. Good news however, is that soon we are launching our new web-page on www.seasoffortune.com where you can support the development more directly with a reward system as well, we have a lot of cool stuff we are already working on so be sure to stay tuned. Thank you everyone for the great support, I've said it before and I will say it again, SOF has the best community out there. Here is an overview of the pledge system in progress: Port Waver $4,00 - Name in Credits The Sailor $23,00 - 4K Digital Wallpaper (Backer Exclusive) -Full Game Steam or GOG Key On Release (Digital) -Name in Credits -Digital Soundtrack -Exclusive in game ring (Design 5) The Chef $33,00 - 4K Digital Wallpaper (KS Exclusive) - Digital Soundtrack - Full Game Steam or GOG Key On Release (Digital) - Name in Credits - Beta Access - Exclusive in game ring (Design 6) The Boatswain $47,00 - 4K Digital Wallpaper (Backer Exclusive) - Closed Beta Access - Digital Soundtrack - Full Game Steam or GOG Key On Release (Digital) - Name in Credits - Exclusive in game ring (Design 7) The Sailing Master $63,00 - Name in Credits - 4K Digital Wallpaper (Backer Exclusive) - Full Game Steam or GOG Key On Release (Digital) - Closed Beta Access - Digital Soundtrack - Exclusive in game ring (Design 8 ) The Merchant $83,00 - Exclusive in game ring (Design 9) - Free Camera Roam: The Blue Bird - 4K Digital Wallpaper (Backer Exclusive) - Alpha Access - Closed Beta Access - 2x Full Game Steam or GOG Key On Release (Digital) - Digital Soundtrack - Exclusive Bronze KS Forum Badge - Name in Credits - Take part in the community builds along with the developer The Quartermaster $107,00 - Exclusive in game ring (Design 10) - Free Camera Roam: The Puffin - Exclusive Silver Forum Badge - Name in Credits - 4K Digital Wallpaper (Backer Exclusive) - Closed Alpha Access - Closed Beta Access - Digital Soundtrack - 3x Full Game Steam or GOG Key On Release (Digital) - Take part in the community builds along with the developer The First Mate $197,00 First Mate - Custom Exclusive in game ring. - Free Roam Camera: The Raven - 4x Full Game Keys on Steam or GOG Key on release (Digital) - 4K Digital Wallpaper (KS Exclusive) - Closed Alpha Access - Closed Beta Access - Exclusive Gold Forum Badge - Digital Soundtrack - Name in Credits - Take part in the community builds along with the developer Slick Moby! $797,00 - A ship Named after you (Developer approval needed) - Custom Exclusive in game ring. - Free Roam Camera: The Albatross - Exclusive Platinum Forum Badge - Be a crewmember (deliver a portrait) - 8x Full Game Keys on Steam or GOG Key on release (Digital) - 4K Digital Wallpaper (Backer Exclusive) - Closed Beta Access - Closed Alpha Access - Name in Credits - Digital Soundtrack - Take part in the community builds along with the developer The Legend! $1497,00 - A 3d-print ready model of a SOF ship - First mate character made out of a portrait of you! - Closed Alpha Access - Closed Beta Access - Digital Soundtrack - Custom Exclusive in game ring. - Free Roam Camera: The Albatross - Name in Credits - 4K Digital Wallpaper (Backer Exclusive) - 12x Full Game Keys on Steam or GOG Key on release (Digital) - Unique Legend Forum Badge There will be a better overview of what is what on our page. So lets get started on what we have been working on these last few weeks. After the KS we are looking at a few things to shape up, first one is lighting which is a work in progress, next is the ocean and we are reverting back to our previous build where the overall look is much better. After we sent out our first community build to get feedback on sailing we will also be spending time fixing turn ratio on the ship & buoyancy as well as other issues that I have spent the last week on, which is mostly tiling issues, verts not being welded and clipping. Here you can see how the ocean system used to look like compared to in the trailer, this is what we will be reverting back to + bigger waves. We are also working on the sails having the be effected by wind and for the player to control the sails, we are morphing sails in 3 states (Extended, Half Collected, and Collected) We also need to get some of those cools flags in there! sails.mp4 I also started streaming some of the development on twitch, if you have an account there please throw us a follow to stay informed of when we go live: https://www.twitch.tv/trym_studios. We have some great fun placing assets on the ship as well as modelling new assets: 33838829_977291482430732_1301612485132170957_n.mp4 During one of the streams we also started a new figure head for the ship, which will be a lion holding a lantern. It was great fun to do this together with the community. Its still a work in progress of course but we are doing good progress among all the other stuff we do. New animations: We discovered a bug on the hands, more closely the wrists which would break during certain animations, so we decided to fix it and redo it as well. We absolutely think that was the best choice as you can see on our new steering animation, it is way better then the old ones, so we are also adding some more social animations which will make more sense later down development. Whipstaff.mp4 Opening the rooms on the ship: If you followed the streams you probably already know that we opened the kitchen and some other rooms on the ship, making it ready for some cool stuff down the road, we also added walls and rooms on the 3rd deck. I am very exited to have community testing feedback on this some time after the summer. So what is the plan ahead: We will send out a new community build in some months when we have fixed some of the feedback issues and hopefully have a stronger build which can then also be used for a potential relaunch of crowdfunding, this will also of course help regarding press. Probably 80% of what is being fixed for the new build is a result of direct communication and feedback from our the testers and it has helped immensely. On stream we also got a question of who is working on this project. Take a look here at some of the artists: Our Social media accounts: https://www.indiedb.com/games/seasoffortune https://discord.gg/3SsrpV https://twitter.com/seasoffortune https://www.facebook.com/seasoffortunegame/ Until next time!
  8. Trym Studios

    Seas of Fortune - Live on Kickstarter!

    Thank you Thank you so much Rutin!
  9. Hi everyone, what a glorious day, not only is it sunny outside and 18 degrees but we are also launching on kickstarter! Here is an intro from the campaign from Captain Tommy! Why Kickstarter? The idea behind Seas of Fortune came to life in December 2016, from my love of old naval games like Man of War (1997), Sid Meier's Pirates and Sea Dogs. From the beginning of 2017 I wrote down ideas and did a high concept document stating how things would look and work, I quickly realized it was too ambitious to undertake alone and by February/March I contacted a consultant with over 10 years of experience in the gaming industry. I partnered up with Michel Mony from Cathar Games who believed in the game and saw its potential. For me, this is a pure passion project, but with limited resources, in order to get the game out there we need to move over to crowdfunding. I am aware that ambitious projects like this have a trust problem on Kickstarter, for obvious reasons, but I am determined to not let this project be one of them! This is why I firmly believe in open development and having backers test certain things along the way to see if the game is headed in the right direction. As a player myself and backer of numerous projects, I want YOUR voice to matter in development as you are invested in this as much as I am. We will also have a sailmap (roadmap) that will be updated frequently with every developer update so you can see how close we are getting to every major point in development. I hope you can help us make this game a reality in any way you can, be it by backing, or even just sharing it on social media. Thank you! All the best, Captain Tommy Here is an overview of the Sailmap, giving you a general idea of what it will be like. Also, here is a quick overview of some of the rewards and stretch goals! One of the back rewards: Rings for the captain in game. Use them to show off and boast how you were involved in making Seas of Fortune a reality! One of our stretch goals: Mythical encounters. There will be plenty of surprises in the game even for the naval expert, as we are making these mythical creatures come alive from a sailor's perspective. Sailors of the time firmly believed in these creatures as well as galleons that roamed the seas, for better or worse. But creature design and animation is expensive, and some are also really challenging to put in game, which is why the bigger ones are stretch goals. Take a look at some of our concepts and lets make kraken happen! Some concepts of the furniture for the bigger ships! Did you miss our video of some of the very early gameplay? Check that out here: https://www.youtube.com/watch?v=-5ggF2Mr-2k&t=2s Press the link to be taken directly to the campaign: http://kck.st/2KmahC6 Thank you so much for your attention and for helping out in any way you can. Best regards, Trym Studios
  10. Hi everyone, and sorry for the late update, but we have been busy (which is a good thing) on various areas of the game. First, as we mentioned in the last update we did a name change to show more of the core elements of the game, instead of having a name that was more directed to a smaller part of it. The new name is more open to what the game is really about, so please take a look at our new logo and let us know what you think! We think the artist did a great job with it and would like to thank him for the great work and communication throughout that process. Second, we also finished the ship a while ago and are now only working on tweaking stuff, fixing things we found that did not fit and adding some other smaller things. We finished most of the kitchen for the chef and for you as the player to mess around with as well. This model is based on the dutch ship "The Pearl" and we only had a small wooden model to go by, so it has been interesting to find out how to fix some of the issues by including other references from similar ships. So how many ships are planned in the game? The current plan is 12 ships, ranging in sizes and styles, all based on real ones. From the 16th century to the 17th century, you will experience some good variations in technology from that time in how to sail them. Of course the sails will not be static on the ships as well, and will fold out as you raise or lower them to gain speed. Will I be able to fire cannons? It wouldn't be a proper age of sail game if there where no smell of gunpowder! Not all ships will have cannons though, but you will be able to protect yourself. So, where is the Pre-Alpha game play trailer? Uhm..its right here! https://youtu.be/-5ggF2Mr-2k So, while we have been focusing on most technical stuff for this update, there is not much art to show as of yet, because we also have some stuff saved for the Kickstarter coming up soon. In the next week or so there will be a thunderclap launched before we then head over to Kickstarter now in May. So the next part for us is to focus 100% on that. As always, you can join us on discord here; Discord.gg Also check out our social media pages here: Twitter.com Facebook.com http://www.indiedb.com/games/seasoffortune Thank you for reading the update and if you have any questions or feedback, good or bad, don`t hesitate to reach out!
  11. We are getting close to a fully completion of the ship, we have spent some time getting the kitchen ready, optimizing UW`s and textures as well as getting the sails right. We will also start working on the trailer next week so we can show of some game play as well, it will also come in handy now that we are shopping for a new publisher/ investor to help take this game to its full potential, so stay tuned for that! There was also a vote going on twitter for a new or second name tag for the game. So we are looking at doing a change on that in future to portray more of the core element of the game, which is trade and progression. Lets dive into this last months work Character customization We got some community feedback about having the option to change beards, our current captains does not have that layered but we made the buttons for that in the future when we have more options for the full version. The SFX test is also currently just placeholders (except the music which is from our main theme). Dan Wakefield from Antagonist will do the SFX on the game, he has previously worked on Through the Woods Antagonist.no Figurehead sketches Captain Roland has done some sketches for figureheads for the bow, which can be used from tier 2 ships. We have been playing with the idea that you can either buy these in full, or buy blueprints and craft it from your workstation. Let us know what you think! Ship details and props Of course, there is always work on props and details. We are never too happy and always want to improve what has been done to ensure proper quality. Added details to the single bed type tier 8 Tier 8 Captains Chair Carved wooden statues ship detail, first deck. Normal wood and colored, These are place in this area of the ship Steering animation with a whipstaff Now we have the steering animation in a way it feels comfortable, it seems heavy (which it was) and believable. A Whipstaff also called Whip, was used for steering larger sailing ships in the 16th-17th century and paved the way for the wheel. There are different variations of these, and for The Dawn, as the reference it was placed right in front of the mast. Preview of the Captains Quarters, The Dawn In the captains quarters we are also spending some time putting things into place, experimenting with the looks and placement. The size will vary on the type of ships, the bigger the ship the more place you have to play around in. Trade & Crafting When you make port there will be different illustrations depending on where you are, representing the time and area you visit. The trade UI is an ongoing process but now we have something we can actually show and build upon. Every port has different needs that will have to be met, and this is the basis of the way to make money, but sailing takes time so beware of which country or port that has specific needs wherever you travel. You will also need to buy for personal stock, so you have enough for crafting and repairs. The port of Sherburne without the trade window. With the trade window open. There will be more pages of city overview, port name and some other goodies. Crafting We will go more in depth on the crafting at a later stage, but here you will have an overview of materials for crafting and we will have a list for what you need for certain blueprints. As always, you can join us on discord here; https://discordapp.com/invite/94KK6K6 Also check out our social media pages here: http://www.indiedb.com/games/the-whaler-working-title https://twitter.com/TheWhalerGame https://www.facebook.com/thewhalergame/ Until next time and stay tuned for the upcoming trailer! Have a good weekend!
  12. Trym Studios

    The Whaler - Dev Update #11

    Hello everyone, I hope you all had a great Christmas and celebration of the new year! We have been very busy in our end in almost every front, be it ship construction, art, UI, new models and so forth. So this will be without a doubt the biggest update we have done since we started, first, lets do a little sum up of 2017: In the beginning of 2017 I was all alone on the project, streaming my progress of making a ship and doing a model of a blue whale. I also did some prop art myself as well, but it just did not feel right for the game and I knew after talking to some other dev in Canada (Thanks ConnorORT ) that this would be a too ambitious project to take on by myself and there would be the risk of burning myself out and getting lost, which do sadly happen to a lot of Indies out there. So after some thinking, I talked to a consultant that had way more experience in both the AAA scene and indie scene as well, and we carved out the way of The Whaler. From there it took off, more people got involved, we got funding to do a playable demo so we could at least give a shot on crowdfunding (even though you should never count on it, specially not today), but it gave us a boost to actually make something out of the idea. So we worked on it, carved out details, what to do and how to do it, and we spent a lot of time making the art ready, blocking out the ocean and behavior, taking care of animations and so on. 2017 was great, but it was also full of challenges, like every game. We lost 4 months of ship construction time, we lost 2 months of animation time because I just did not have the experience to really vet the artists applying for us. Money was lost, money was gained & experience was learned, and this has again, carved the way for a great 2018, where we have some clear goals set on what we want to achieve and how to achieve them, we also have a great team with us that we know can deliver the expected quality of what I want to see in this game, so when it`s done, I know for a fact that we have put everything we have into it, and you, as followers and supports will know that this project from start to the end, will have full transparency of whats going on. When we finally go to crowdfunding, and IF successful, we will do an overview over monthly expenses, where does your money go, and how it is spent. Because we do know, Kickstarter has a trust problem for ambitious games so we also have to stay realistic, which is why we will have two sail-maps (roadmap) for a successful and unsuccessful crowdfunding. Before we head off to the updates, we received a question on email that I think will be good to answer here: No, you do not need to commence in whaling in this game, you will have a choice between that and merchant. So if trading is 100% your thing along with crafting, then you can do just that and not do the mini game. Now, lets head over that what we have to show in this months update! The Terror of The Sea This whale is a 32 m (104 feet) long beast, as you can see, he has had some fights with both humans and other creatures of the deep! You will have to use your wits and stamina to take down this one! Have a look at the screens! As always, the creatures and characters in this game is made by the mighty Captain Juras! The Second Ship: Dutch Galiot As "The Dawn" was based on the dutch ship "The Pearl", using a whip-staff to steer and navigate, the Dutch Galiot is a newer ship, from 1740 but around the same size. The Dutch galiots were flat-bottomed ships with a rounded bow and aft. The galiots are perfect for the merchants and we are excited to be able to control and sail the seven seas with this one! Have a look at some of the WIP: Before we continue with the rest of the pictures, lets fill inn some tech! New Setup - Re-hooked quest system - Re-hooking Simulacrum system to new setup (WIP) - Grouping functional objects (WORLD, PLAYER SHIP, etc.) to cleanup scene General - Update progress map - Hooked former ship camera to FPS and modified bindings to allow FPS control of ship - Refactored multi-cam logic - Adjust fake ship basic collisions (test mode) - Smoothing of collisions (controller to simulacrum resolution) - Imported new arms, adjusted prefabs - Added secondary dynamic light - Architecturing attack animation (harpoon) template for minigame - Polish Y-rotation of mouse movement - Cleanup of active vs legacy scenes - Rebuilding lightmaps/base assets (and eliminating unnecessary inherited lightmaps) - Created new development scene to prevent polluting production scenes - Added Debug_NavUI for debugging seafaring controls - Code Cleanup of CharacterControllerMimic.cs - Code Cleanup of CharacterControllerMimic - Code Cleanup of BoatMiniGame_CharacterController - Cleanup of Scripts hierarchy - Stripped legacy physics solution (Legacy classes Torquer, controller, etc.) - Fixed Compass Show/Hide - Fixed new Waypoints - Fixed Quest resolutions - Added Dummy Whale - Fixed controls carry-on in different mode/state - Import new icebergs, port, islands, whale collision and character (hunting) animation segments Character Controller Update - Modify character controller (simulacrum relationship) & base movement values (wip) - Added vertical rotation of FPS camera Boat - General Boat asset setup - Partial Physics - Create hierarchy for player/animations for boat minigame - Troubleshoot boat collision & physics - Debugging Harpoon throw animation (to retain harpoon object as part of Animation Controller) - Used new assets (troubleshooting limitations) - Modified physics heuristics - Added char on boat with proper anim-set (placeholder) - Modified Boat's reactive forces - 'Hacked' physics to prevent impossible collisions Character Animations - Added animations to controller - Created 'Fake States' - Modified character to follow new controller - Added automated idle state - Adjusted position of arms - Added anim swapper (placeholder) - Left mouse button (wait for anim to finish) Terrain - Tested terrain asset Interactive Stations - Created the interactive station logic (collision layer, core class) - Created character detection ActionBall - Created pipeline to 'take interactive actions' on the ship - Added input detection for interactive actions (hard-wired to: Left Mouse Button, F and E) - Added a placeholder Wheel collision Interactive Station - Wired Wheel interactive station with Control Focus (control ship) temp bridge - Added ControlFocus controls to allow to return to Character focus from Ship focus using E,F or LMB - Added manual delay on ControlFocus swap (disregarding any unforced issue made under 0.1s) Whale - Fix Camera setup - Create Animator Controller - Bind animation states from animations - Create animator / animation references - Build Material for body and eyes (using maps) - Build test-rig animation workflow - Streamline demo anim workflow - Added Whale controller - Added Waypoints system for whale behavior - Setup fake collision test colliders - 'Crash tests' with controller-less boat to establish physics parameters - Indexed Whale's force applied to its own mass - 'Crash tests' with controller-less boat to establish physics parameters - Indexed Whale's force applied to its own mass - Attempted adding low-res mesh (incorrect orientation and scale) - Added primitive colliders to animation root skeleton (for harpoon detection synced with animation) - Added dummy death state transition from animator model Character - Placement of the hunter animation - Binding of axis rotation of camera and body (separately) for aiming purposes - Identifying solution for projectiles - Added input for throw - Added anim transitions for harpoon throw (no collision) Harpoon - Created prefab instance of harpoon - Added physics - Added dynamic 'pitch modifier' to feel like it is 'falling' in accordance to its own speed Hunting Minigame - Setting up physics for boat (using float) - Matching collider with mesh of boat - Place temp camera tracking - Scene layout - Attempted to create simulation space to test: Water force // Water interactive components Islands - Recreated new island as part of hunting dev setup - Created fake material from texture - Added islands to seafaring map - Added collisions to islands in seafaring map Quest System - Created an easy reference for object-specific quests - Refactored Quest System to replace all 'dummy' quests with object-induced quest (works for islands, but will also work for Whale sightings) - Added quest references to both ports (fetch quests) Hunting Mini-Game Character - Changed the animation model to use the idle -> pre-throw -> post-throw approach - Changed the hierarchy to accommodate changes - Decoupled Harpoon show/hide from throw timing (and instantiation of harpoon) - Added real-back power (hold to throw further, etc.) - Added Whale life reference - Added 'damage dealing' attributes to Harpoon 'tip' - Performed crude hit detection 'carry' to Whale Life (and death transition) - Swapped in new states - Linked proper Harpoon show/hide states - Linked proper charge-up & release - Synchronized harpoon with animations - Minor tweaks to make it feel 'right' Seafaring Game - Cleanup current ship implementation (main ship) - Preparing to sunset former control system - Created a prefab backup hierarchy of the current ship (for rollback attempts) - Created new controls to make them feel less like WASD and more like Gears -- Sails now raised (max 3) when tapping W, and lowered (min 0) when tapping S. No reverse! -- Rudder now turns based on A and D being held, all the way up to max rotation. When release, rotation of rudder slowly returns center. - Ship speed based off sails: indirect - Ship rotation based off rudder: indirect Now, lets take a look at the progress of "The Dawn" Some of the objects you see in the screens are subject to better placement, but as of now we are testing textures, optimizing UW etc etc. As you can see, "The Dawn" is a colorful ship, just like the reference. Animations I also wanted to show some of the animations we have in this update, even though some of you that follow the game on IndieDB have probably seen them before: Here is the fiddler playing a calmer tune, we absolutely love this animation. Here he is trying to tune the fiddle a bit. This will happen every know and then after he has played a song while you sail! Old grumpy swimming casually You will have your own crafting station where you craft different items Character customization, The Captains! We will show in a video next month exactly how this works, its not a big thing but as for now I will explain. In the character window, you will choose hats, face and uniform in a portrait. This portrait will then end up in your captains table in game. For now, we have a few different versions to choose from. Carving a scrimshaw How does that work? Well, it dosen`t, at least not yet, as we are carving (hoho) out the core features first. But a great artist that helps out named Matthijs de Rijk, made this for you to get an idea what to expect! The Sailmap (Roadmap)! Here is a current work in progress of the sailmap. Every island here is a major update for the game, and it gets updated every month (when we get that far). We will also have this on our upcoming new and improved webpage (www.thewhalergame.com) where you can press the island to get an overview over whats coming. The last island will be the release according to however crowdfunding turns out, we will go more into depth on that at a later stage. So, whats next? In the next update, we will take a look at the great UI, Trade window, crafting and inventory. We will go over the video of character customization, set a date for the stream where we go in depth on deck 1 and 2, as well as a QA and some other cool stuff! Now at last, I would like to thank every single one of you who voted for us for best upcoming indie at the IndieDB awards. Among some of the other great games that was voted fore, we finished 4th, which was super fun and very motivating that people believe in the project. Thanks again, you guys and girls rock! See you again for the next update, remember you can join us on discord, or at the forums as well! Discord.gg www.thewhalergame.com Twitter.com Twitter.com http://www.indiedb.com/games/the-whaler-working-title
  13. Trym Studios

    The Whaler - Dev Update #10

    Hey Captain`s Time for another update, we have been a bit busy in all ends this few weeks, with planning of how the character customization will work and look, as well as blocking out and starting to shape out Nantucket Island. Progress has also been very good regarding "The Pearl" and it is currently on track for the new milestone we have set. Finally, we have also heard the call from the community and the first zone that will be playable will be called "The Myth of The White Whale", we know a lot of followers have been asking questions about Moby Dick, but as this time period wont fit, it makes a possibility for a future set of content after release. If you know the history the book of Moby dick, it was based upon various true stories of other albino whales that ruled the sea, one of these was Mocha Dick, (together with cappuccino orca *phun*) who was a feared whale that supposedly survived over a 100 encounters with whalers in the areas around Mocha island. It is said that when he was killed, he had around 19 harpoons in him before the encounter even started. But the myth started somewhere! Character Customization: Here is the old and early sketch we made to try an visualize how the character customization will look like the style of this will be of old fine art, and you can choose hat, face and uniform in the portrait. Sketch by Dominik Mayer Environment, Nantucket: Captain Zackarias, Environment Artist Captain Zackarias made the Nantucket island and we have now started to block out and placing the assets. Nantucket is hard one, it`s and Island with almost no trees, and that`s pretty hard to get looking good without making it feel to empty, but it is a challenge we have no problem taking on. The most important thing is to get the port looking good and making it seem busy and alive. "The Pearl" A 16th Century Whaling ship: Captain Mike, Ship Builder Captain Mike is working hard and well on "The Pearl", you might have seen some of his ships in another age of sail game, called Naval Action. We are also opening discord for the public, where you can chat with us, give feedback, QA`s, sing some shanties or listen to shantie radio! Press the link to recieve the invite https://discord.gg/SUr35k9 I also want to thank everybody who voted for us during the indie awards 2017, we made it to TOP 100 and are currently the only game in upcoming realistic sim for the last vote batch. If you like what you see, we would appreciate the continuous support for the last run of votes! http://www.indiedb.com/games/the-whaler-working-title Thanks again for all the support we have gotten, emails, comments and so forth, it means a lot. With that, I wish you a Merry Christmas and an amazing new year. Looking forward for next year and all it will bring on our front! Cheerio, Captain Tommy
  14. Trym Studios

    The Whaler - Dev Update #9

    Hey Captains! (PS: All links work, even though they are displayed wierd) Sorry for the jump in dev updates here on gamedev.net You can read the other ones at indieDB but will continue to update her. Time for another update, this month I had a plan of showing some sneak peaks of the ship. But sadly the artist that was hired to do the ship came back to me 3 days ago, saying he could not do it because of time, in fact he had nothing to deliver, at all, that is almost 3 months of waiting for nothing. This set us back quite a bit and was a huge blow for me personally (Tommy) as I defiantly needed this for many reasons, but we at least got a valid explanation so as much as I want to scream loud about it, there is no hard feelings and I hope the artist takes a breather from being overworked and thinks about his health for a bit, so if you ever had the idea why it has not been shown yet, or think it went a bit slow, this is the reason. BUT another backup artist we had been in contact with, who was going to do a lot of work for us next year came to the rescue, you might have seen some of his ships in the game Naval Action. We also had a plan of showing you how the crafting system worked, but as the ship was not ready, that does not make any sense as that`s where it takes part, this however means we will have a lot more to show of in the coming months and when its done, I will do a quick QA on a stream showing some teaser of it, and you can also ask any questions, come with feedback and so on. (Twitch.tv) So we are back on track and shifted the focus to start on one of the mini games while we wait, as everything we need art wise is done for that. Some minor tech updates: "Crafting & Inventory (continued) - Added partial split feature (WIP) - Added DEBUG_SYSTEM to move between screens - Screens now close with UI - Added 3D Models - Remove screen camera" - ItemData are now IEquatable - Completed stacking - Added validation for recipes - Added UI for Butchering, Skinning and Crafting screens - Added output for recipe (can`t take the output in the UI) - Flushing slots to inventory on close - Updating 3D models - Added ability to cancel crafting recipe - Cleaned code Ready to hook with game code " - Systemtization of configs and ready for import to game scene Player Controller V2 - Simulacrum architecture* - Created dummy ship (for controls) - Synchronized movement of 'real character controller' on dummy ship with simulacrum player controller on actual ship - Basic WASD movement - Basic mouse rotation movement (Y axis rotation-only for now) - Adjusted cam / arms & collision to match 'humanoid' perspective" You might have seen some of the picture of the dutch whaling boat in the gallery, but I will include some of the screenshot renders here as well. 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! http://www.indiedb.com/games/the-whaler-working-title Vote link is on the page! If you did not get a chance to check out the main theme song in the previous post, you can do so here. Song by Dirk Kluesing Soundcloud.com Also, remember you can sign up for the open beta here and join our forums as well! Thewhalergame.com Forums.thewhalergame.com Other Social media: Facebook.com Twitter.com instagram.com/thewhalergame/ *The game ready model of the dutch whaling boat, which you as the player will use in the mini game (European style). Depending on what zone you play in, this will have a different look.* *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.*
  15. Trym Studios

    The Whaler @ Gamescom

    Hey guys! From the 22nd - 26th of august, The Whaler will have its own booth at gamescom in cologne, Germany. I (Tommy) will be there presenting the game and ready to answer any questions you might have, so if you have any plans of going there, please come by and say hi! We also have the brochure ready for Gamescom as well, if you do not get to go, you can have a look at the brochure here! If you want a better resolution uploaded, let me know and I will take care of it. The webpage has also been launched, this is how it looks now until we have a full launch of the page sometime next year, but for now you can go to www.thewhalergame.com and sign up for the newsletter, closed beta and some radical giveaways! Other then that, development is going ahead at full whale and pretty soon I will show you guys were we are at. Hope you had a great weekend, talk soon! http://www.indiedb.com/games/the-whaler-working-title www.thewhalergame.com
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