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#241
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I just picked this up, and I must say Harbor Master just dropped a few more notches in my book. Sea Captain is much more enjoyable. I love the night maps.
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#242
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Has this game had any updates yet?
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#243
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it's currently on version 1.1.1 updated on july 30
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#244
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sea capitan is somehow dormant... it's a game with a lot of potential (I like(d) it a lot), but it's also a game about which you don't hear a lot (at all?)...
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#245
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Yeah, as DG stated, there have been two updates. The first was some tiny fix and the second one was much bigger with Challenges (using the three existing maps but with special missions to complete with weird gameplay tweaks in many) and a very cool new scoring system. The new scoring system now factors not only how many ships you've docked but how many orders (each time you drew a line) you had to give to do that.
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#246
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Hey guys, I know that this is waaaay after the fact, but I wanted to explain what happened with Sea Captain.
We were working on another update to the game but it never saw the light of day, and it always bothered me that there was no explanation given. Sea Captain was (obviously) never a big hit, but it did see a few thousand downloads and there was a kernel of interest and support--especially here--so perhaps one or two of you are curious (pun intended) as to what happened. So anyways, Mike, Mark and I were working at Curious Pictures (traditonally a company focused on video production & animation) and had the opportunity to develop a mobile game as Curious was looking to get more involved in the games biz. This was super exciting for us as Mike had worked EA, I'd worked at Rockstar and Mark was/is just super talented and a serious gamer; in short, we were game guys and wanted nothing more than to make our own title. There was just one catch, we were under a serious crunch to get it all done VERY quickly and with few resources. To make it all the more challenging I was in school full-time and only able to work at Curious 2-3 days a week. Also, Mike and Mark were both being constantly pulled away to work on other totally unrelated company projects. Despite this the entire project was completed in about 10 weeks. We clearly cribbed the core mechanic from Flight Control, so that saved us some time, but yeah...10 weeks is a pretty insane dev cycle for what was sort of a part-time crew. Priorities at Curious were shifting to upcoming projects so there was pressure to roll out the finished product where it could have used another week or so of polish. Also, when the initial sales were tepid, any resources that might have gone towards game updates were directed elsewhere. The three of us still tried to work on the updates in our spare time, but ultimately even we lost steam as new projects soaked up more and more of our time. It's a bit of a shame as, despite its flaws, I always liked the little Sea Captain world and thought that it could've blossomed into a really cool game. For the update Mark had created a sweet Bermuda Triangle map and we added new (Flying saucer-ish) obstacles as well as lots of bug fixes & improvements. Anyways, that's the story. I don't mean to sound critical of Curious as a company, it's a great place and they were just trying to balance the Sea Captain project along with a million other things. Since then, Mike and I have actually formed our own dev company and are about to release our first game! Mark even helped with some of the UI stuff. It's called Top Bot (it's asynchronous multiplayer racing) and we'll be releasing it super soon. We're really excited because we've been able put everything we have into trying to make something awesome. Would love to hear to what you all think if you have a chance to check it out! http://forums.toucharcade.com/showthread.php?t=169314 Thanks, Jeremy |
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