Erikluistalkingseaworthywhite

Post Kickstarter Update

Monday, Aug. 24, 2015

Hey everybody! Erik here, the designer and programmer of Seaworthy. It's been 5 months since the end of Seaworthy's first kickstarter and it's time for an update.

Changes at Mildly Competent Games

Luis Almendarez, my project partner and makeshift artist, has decided to step down from the Seaworthy project. Unfortunately he has certain personal responsibilities to attend to and will no longer be able to dedicate time to this project. He played a big role assisting me in getting Seaworthy where it is today and the game wouldn't be the same without him.

Luis and I have made an agreement that will allow me to take complete control of Seaworthy's development and bring it to completion on my own. Development will be more demanding now that I'm on my own and production is expected to slow. However, I am confident that as the original creator, lead designer, and sole programmer, I will continue to make Seaworthy great.

What's next for Seaworthy?

I'm going to spend however long it takes to get Seaworthy's core gameplay, mechanics, and content as fun and smooth as possible. Once I feel confident that Seaworthy's alpha is ready to share with others, only then will I seek out artists and composers to help me add the level of polish Seaworthy needs to be excellent. I won't be returning to kickstarter any time soon. Instead, I've found work and will continue development part time. This course of action may make development take longer, but I have no doubt that in the end, spending this extra time refining core gameplay will ultimately make Seaworthy better. I hope all our fans can stay patient; building a finely crafted ship is not a process to be rushed. Completing Seaworthy is still a precious dream of mine and I will make sure this dream becomes a reality.

TD;DR SAILING SOLO & KICKSTARTER DELAYED UNTIL FURTHER NOTICE

- Erik, Mildly Competent Games

Explaining Gameplay

Friday, July 18th, 2014

Updated Friday, Jan. 30th, 2015

Some people have commented that our blog posts are too lengthy. We think they are right. So we’ve edited this post to be more succinct and better divided. TL;DR’s( Too Long; Didn’t Read.) will henceforth be added to assist those who can’t be bothered to read whole blog posts.

Seaworthy is our take at an interactive fast paced pirate adventure: A game about building a pirate crew, watching their tales unfold, and facing their gut wrenching decisions. As the Captain of a pirate ship, you are in charge of commanding crew in battle, managing resources, improving your ship, and staying afloat through engaging encounters. Seek glory, adventure, and prosperity all while avoiding the dangers of a dark oppressive procedurally generated world.

The game will consist of a few different scene views where different types of actions occur.

Map

In this screen, plot your course through our procedurally generated open world and watch as your ship attempts to follow it. As you watch your ship sailing along your course a change in scene will eventually be triggered in the form of an encounter.

Encounters

Encounters can be caused either randomly or in response to reaching set points on the map like quest markers. The types of random encounters that are available will vary every playthrough and adapt to circumstances such as your location, the time of day, your items carried, your crewmembers, and even decisions made from previous encounters. The encounter scene will be text based, and will give you a variety of choices to navigate through along with variable rewards or troubles depending on your decisions. We believe this will be the most rewarding aspect of our game so we plan to spend a lot of development time creating huge varieties of encounters with depth to each one. Often times, encounters will result in combat situations which will occur in either the ship or boarding screen.

Ship Screen

Ship combat in this scene consists of assigning your crew to various positions with different tactical importance. These positions range from loading and firing weapons, repairing potentially ship sinking hull breaches, navigating the ship, fighting fires, handling the sails and rigging, draining flooded sections, and making sure your crew is healed and ready to fight. In addition to managing men, you will also aim your weapons and set your ships direction. If you are close enough to the enemy ship, you will be given the option to board them. Hooks will be thrown, planks will come down, and crewmembers will swing over. The scene will then change to the boarding scene.

Boarding Screen

In this screen, you will have a greater view of the top deck and take control of your captain to send crewmembers of different specialities across the deck to fight it out with the enemy. We will explain this scene in much greater detail in a later post specifically about boarding.

This concludes our brief summary of Seaworthy’s gameplay. We are still in very early development and will continue to explain all these systems in greater detail, but if you are dying to know something in particular, send us an email and we would be happy to try and answer your questions.

TL;DR Cool game has gameplay and stuff, apparently not fun to read about though.

- Erik and Luis, Mildly Competent Games

A Long Awaited Update, Kickstarter on the Horizon

Friday, Jan. 30th, 2015

Hello everyone, Seaworthy is still around and is in fact better than ever. We’ve been busy at work preparing for our Kickstarter as well as making the game more complete in general.

What's Kickstarter, When is it Happening?

Kickstarter is an online crowdfunding platform that is often used to raise money to fund game development as well as other things.

Kickstarter is our plan for making Seaworthy everything we think it ought to be, as well as doing so in a timely fashion. It’s no big secret, we’re broke. We have been fortunate to sustain development so far on our own, but it has not been ideal, and our funds are running dry.

We have made tons of progress, but there is even more work we still need to do. Having additional funds will allow us to dedicate our time solely to Seaworthy as well as pay for software licenses and additional help. Seaworthy is going to be made regardless of our funding. But the funding will allow us to make Seaworthy much faster and with a higher level of quality.

After months of preparation we are almost ready to launch our Kickstarter. We are in currently in the process of recording a gameplay trailer as well as finalizing preparations to our Kickstarter page. The Kickstarter is set to launch either late January or early February. We will be sending out another email to our mailing list the day before and right after the launch.

What Have We Been Up To Since the Teaser Trailer?

The teaser trailer was rushed to say the least. It was after all a teaser for what we imagined a fight to look like. We realize not everyone understood this and some people expected our game to be done shortly after. I guess that means the trailer was a success. Well, the game still isn’t done, but we’re happy to say that the footage the teaser trailer depicted is finally completely real. Lots of that footage had been hard coded to look correct, but now it has been fully implemented in the game. We’ve made lots more progress too, here’s a list of what we’ve been up to.

- 4 New ships! (Gun boat, Brig, Turtle ship, Treasure ship)
- World building more complete - Story improvements
- Ship screen completed with new user interface
- Boarding gameplay improvements
- Officer system added(7 different officer types added with animations)
- Encounter screen implemented
- New environments made
- New environmental conditions added(rain, snow)
- Day/Night cycle added
- Map screen implemented
- Big code reworking
- Tons of bug fixes(I should start counting them)

We still have lots of work to do though!

What Still Needs To Be Made?

We have prioritized making certain things first, mostly things required to make an acceptable Kickstarter plea. We figure that if we get funding, we will sooner be able to completely dedicate ourselves to working full time on finishing the parts of the game we have been neglecting, primarily the content.

Up until this point most of our efforts have been focused on finalizing our game design, building the infrastructure to handle our game(coding), user interface, art, animations and sounds.

We are incredibly proud with how far we’ve come, the game feels and looks really great. But sadly we are still lacking lots of content that is going to make Seaworthy a fully immersive experience. By content, we mean: encounters, items, quests, ships, weapons, monsters, bosses.

Yes, we have our work cut out for us. It’s intimidating knowing just how much more work needs to be done. Overall though, we are excited for the future, being prepared for Kickstarter represents a turning point in the development cycle of our game. Our efforts can finally be shifted away from solely creating infrastructure and be refocused on creating the content that will make Seaworthy great.

Thanks for your interest and bothering to read this far. And in case you didnt.

TD;DR Kickstarting soon! Game has been improved and will continue to get better!

- Erik and Luis, Mildly Competent Games

Explaining Gameplay

Friday, July 18th, 2014

Updated Friday, Jan. 30th, 2015

Some people have commented that our blog posts are too lengthy. We think they are right. So we’ve edited this post to be more succinct and better divided. TL;DR’s( Too Long; Didn’t Read.) will henceforth be added to assist those who can’t be bothered to read whole blog posts.

Seaworthy is our take at an interactive fast paced pirate adventure: A game about building a pirate crew, watching their tales unfold, and facing their gut wrenching decisions. As the Captain of a pirate ship, you are in charge of commanding crew in battle, managing resources, improving your ship, and staying afloat through engaging encounters. Seek glory, adventure, and prosperity all while avoiding the dangers of a dark oppressive procedurally generated world.

The game will consist of a few different scene views where different types of actions occur.

Map

In this screen, plot your course through our procedurally generated open world and watch as your ship attempts to follow it. As you watch your ship sailing along your course a change in scene will eventually be triggered in the form of an encounter.

Encounters

Encounters can be caused either randomly or in response to reaching set points on the map like quest markers. The types of random encounters that are available will vary every playthrough and adapt to circumstances such as your location, the time of day, your items carried, your crewmembers, and even decisions made from previous encounters. The encounter scene will be text based, and will give you a variety of choices to navigate through along with variable rewards or troubles depending on your decisions. We believe this will be the most rewarding aspect of our game so we plan to spend a lot of development time creating huge varieties of encounters with depth to each one. Often times, encounters will result in combat situations which will occur in either the ship or boarding screen.

Ship Screen

Ship combat in this scene consists of assigning your crew to various positions with different tactical importance. These positions range from loading and firing weapons, repairing potentially ship sinking hull breaches, navigating the ship, fighting fires, handling the sails and rigging, draining flooded sections, and making sure your crew is healed and ready to fight. In addition to managing men, you will also aim your weapons and set your ships direction. If you are close enough to the enemy ship, you will be given the option to board them. Hooks will be thrown, planks will come down, and crewmembers will swing over. The scene will then change to the boarding scene.

Boarding Screen

In this screen, you will have a greater view of the top deck and take control of your captain to send crewmembers of different specialities across the deck to fight it out with the enemy. We will explain this scene in much greater detail in a later post specifically about boarding.

This concludes our brief summary of Seaworthy’s gameplay. We are still in very early development and will continue to explain all these systems in greater detail, but if you are dying to know something in particular, send us an email and we would be happy to try and answer your questions.

TL;DR Cool game has gameplay and stuff, apparently not fun to read about though.

- Erik and Luis, Mildly Competent Games

Hello World

Wednesday, May 7th, 2014

Hello world. We are Mildly Competent Games and this is our internet debut. We are making a game, hopefully the first of many. We are two best friends that have talked about making games for years now. Finally the time has come to put everything on the line, pursue our dream, and make it a reality. We have great respect for those who work in the video game industry and love many of the games they make. But we would never want to work for them. We don’t just want to work on games, we want to create them ourselves. Being independent game developers is our calling, we want the creative freedom to develop our own unique experiences that we would be proud of sharing with the world. We want to create games exactly how we envision them, as an artform. We aren’t doing this for the money, we're making games out of love. There is nothing we would rather spend our lives doing than making quality games. Up to this point we were successfully pursuing degrees/careers in software development, but the stability, prestige and lifestyle of working in a corporate environment means nothing compared to the chance to create and design something we love. We’re aware that this might go nowhere or fail horribly, but either way we’re not stopping until we have given it our all.

Enough about us though, it’s time to talk about the game! We’re making a game closely themed around pirates! Pirate culture is fascinating: the freedom, the exploration, the adventure, the ruthlessness; we love the lore surrounding pirates and are confident that we can craft amazing stories around it. We want to create something fun, unique and incredibly replayable. Every playthrough will involve unique combinations of encounters, characters, and adventures to create a fresh feel that will remain fun for hours on end. If you haven’t figured it out yet, we are making a roguelike, but with an emphasis on storytelling and world building. We want to push the boundaries of how seemingly unpredictable games can tell natural well crafted stories. This is a unique game, and nothing quite like this has been done before. We are placing you in the control of a captain and his ship. Are you seaworthy? Command your men where to go and what to do, decide what encounters are worth pursuing, outfit your ship however you see fit, whatever it takes to stay afloat. Whether you sink or sail, make friends or enemies, play with empathy or apathy, players will be able to craft their adventure to their playing style. There is no right way to play this game. Whether you are a cowardly smuggler, a ruthless slaver, a vicious pirate, a freelancing privateer, or a humble treasure hunter, every adventure will be unique and satisfying. We’re going to tell diverse tales and offer complex, morally ambiguous choices. We’re going to give players an experience that makes them question what it really means to rescue a princess or find lost treasure. We’re crafting the game in such a way that will have players reflecting on the decisions they made and whether they were ultimately worth it. The game will still be exciting and playable for those who simply want something lighthearted and fun, it’s all a matter of what you choose to take from it. But for those who enjoy deep and introspective games, we’re making this with you in mind.

It’s dangerous to go alone, we need your support. We aren’t asking for handouts, but we do need enough money to sustain ourselves and to do justice by our true vision for this game. We can’t keep developing alone as two poor friends with nothing other than dedication. Software licenses, equipment and expertise all cost money. We could get this money through client work, but in doing so we would sacrifice precious time and resources that could be directed towards the game. So we’re opening up our design process for all the world to see. We want to talk to you, to anyone with an interest in playing our game. You are the ones we want to work for, we want to make games that you want and love. If you care about what we’re doing, we want to make you part of the process. Pretty soon we are going to launch a kickstarter campaign to hopefully raise the funds we need to finish our game. To make this dream a reality we need everything to work out just right. All we ask is that if you like what we’re doing, help spread the word, tell a friend who might be interested. We can’t do this without you. If you want to hear more from us, sign up for our mailing list. We promise not to spam your inbox but rather only update you on the most crucial and important moments in the life of this game. We're incredibly excited for what the future holds, thanks for reading.

- Erik and Luis, Mildly Competent Games

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