Conversation

Dev-log # 5.0 Brainstorming and scoping

We had a nice brainstorming session with @YannKervran , @khaleer , @esklarski and @NiwlCraft , focusing on gameplay.

We explored various options for the way players will transform scrap metal and mechanical parts into ingots in the Solar Foundry, and then cast ship parts to assemble in the Hangar, engines in the Makerspace.
Giiba had the idea to model the crafting system after the cooking in BotW.

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You can read the expanded dev-log with more info on game design on our Patreon;
https://www.patreon.com/posts/dev-log-5-0-and-125896694

(We're also working on updating the website so you can read the blog without going trough Patreon).

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This week, we've added a few artists to the team!
I will introduce everyone one at a time as their work rolls in.
Here is Mostrovska working on illustrations for the storm events. Check out more of their portfolio at https://mostrovskaa.tumblr.com/

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More event illustration sketches by Mostrovska ( mostrovskaa.tumblr.com/ ).
We're going for a stylized look, almost like a digital linocut style to represent each idea.

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Style test for expedition maps, by Vaerlyi ( https://cara.app/vaerlyi ).

We're thinking of using the clouds on separate pngs as a way to hide and reveal areas that you haven't explored yet.

These longer expeditions can have 3-4 nodes, similar to expeditions in FrostPunk.

Maybe the first time you go with a fast and cheap ship just to scout things, and you later come back with the right equipment to deliver help or gather scientific data.

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Illustration for the Maritime Festival event, by Elsa Serka ( https://elsaserka.artstation.com/ ).

A celebration of sailing ships and all things related to the sea, this event boost the morale of shipyard workers and you have the option to spend some cash to participate and get a booth (increases city approval, +1 yardie) or take the whole team on a day cruise on tallships (large morale boost).

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Dev-Log # 5.1 - Art updates

Recap of last week's art push, with expeditions maps and event illustrations, and new artists joining the team!
https://www.patreon.com/posts/dev-log-5-1-art-128698291

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Dev-Log # 5.2 - Crafting UI progress

@esklarski and @pixelberk are working on crafting UI and shipbuilding.

The solar foundry can now toggle between producing ingots or steel plates and has a nice bounce animation when you add more yardies (workers).

The ship system now seems to scale nicely from 2 inventory slots to 27. Larger ships have two engines.

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Yardies low cost housing using containers, by Lolokin.

We're thinking of letting the players customize the look with three options; graffitis, plants and foliage, or murals.

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This week, @khaleer integrated some buildings in game as we gradually move away from colorful cube to represent buildings and towards GLTF meshes.

@pixelberk Also progressed on the inventory system that stores resources for crafting, expedition supplies, and story items.

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@Niwl Love to see a gamedev blog in this day and age! An RSS/Atom feed would be nice for following blobcat_peek

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@pixelberk testing building pickups.

The idea is to spawn resources in a semi-randomized radius around buildings. And they get added to the resource counter when picked up.

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Mostrovska is back with some art for the incident events that can happen to the player's shipyard.

You can pick which character's suggestion you listen to and that will affect the outcome and friendship points with that advisor.

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Update on the map by Vaerlyi, and almost final version of the fire event from Mostrovska.

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Mostrovska started another event illustration for "eco-pirates ask for ship repairs".

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Art updates:

Mostrovska is finishing their internship this week and we are super thankful for their contributions!
Check out more of their work at https://mostrovskaa.tumblr.com/

Vaerlyi finished the map for the sea of Hirwazh scenarioa, but it will inspire us to make more progress on expeditions.
Also progressed on icons thanks to Chroma!

@khaleer gave us another crane emblematic of Brest, (re-using the same texture so that the game runs on potato computers).

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Art updates:
- Mostrovska finished the ecopirates repair illustration.
- Vaerlyi is working on the "artic passage" expedition map.
- Elsa Serka is finishing the "heatwave" event illustration.

Infrastructure:
-Honora bricked the server while trying to update, then fixed it. We are so back.

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Dev-Log # 5.3 - Art updates.
https://www.patreon.com/posts/dev-log-5-3-art-136187595

As always, we post the recap and longer blog posts on Patreon (free to read, support us if you like what we do), and the website gets updated a bit later.

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Art update: long time no see! Summer is over, so we're back to work.

Ariochai worked on coloring the advisor sprites. These can be engineers, coppersmiths, etc, who will give you advice on how to run the shipyard and options for how to resolve events.

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@esklarski is working on creating the illusion of marine traffic in the channel.
Later on we will color a percentage of these ships red to show the most polluting ships- a shadow fleet you have to outcompete with sailing cargo ships.

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Cool WIP UI by @pixelberk
We're slowly but surely getting closer to having a functional gameplay loop with events that damage the shipyard and expeditions/shipping contracts to get cash for repairs.

If you're just now finding out about this project, we're making a game where you manage a shipyard and build the most ecological fleet possible while dealing with natural disasters and your polluting competitors.

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Dev-Log # 5.4 - Art updates.

Made some progress this week thanks to @khaleer who ported over most of the assets we'll need for the Sea of Hirwazh scenario from to .

We're still looking for the perfect water shader.

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@khaleer is cooking!
We've got a new model for the Ocean science lab, a building that allows the players to get SCIENCE points and crafts autonomous drone-fish for underwater expeditions.

Read more of our development log at https://www.patreon.com//Shipyard

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@YannKervran worked on the lobby scene and integrating character sprites with pose switching.

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