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  #131  
Old 08-21-2014, 09:08 AM
RT_IYER RT_IYER is offline
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Like the concept...sure it will be fun to play. Waiting for it!
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  #132  
Old 10-06-2014, 04:02 PM
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Boardumb Boardumb is offline
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Stumbled across this game recently: https://itunes.apple.com/us/app/pirate-dawn/id903585850?mt=8 and it felt a lot like the sort of game you're trying to shoot for with Rogues (at least in its newer, streamlined/arcadey form). Thought you might want to check it out. It's rough around the edges but has some fun parts.
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  #133  
Old 10-06-2014, 05:01 PM
clarusvictoria clarusvictoria is online now
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Stylish art! I like it! Good luck guys!
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  #134  
Old 10-07-2014, 03:07 PM
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randyo randyo is offline
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Oh man Jared, that game scared me! But sadly, as great as it looks, it feels rough and, at least on my ipod5, hard to actually battle. Always happy to try out people trying similar things, though, and it's a pretty big cool world that guy built! And it definitely gave me a couple ideas for visuals.

Speakin' of which, maybe I should post this little GIF update here!

This is the end-game screen. I'm also considering titling the game "The Risky Reef". Thoughts?



I hope to get back into weekly updates shortly, but the past couple months have been interesting and busy and stressful!
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  #135  
Old 10-07-2014, 05:19 PM
Sexy Pirate Sexy Pirate is offline
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Nice this sounds like my type of game
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  #136  
Old 10-20-2014, 01:26 PM
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randyo randyo is offline
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Almost 2 weeks without an update.. bad me.

NEW GAME NAME! Scoundrels: The Risky Reef



That's the ship wheel you'll be using to steer your pirate to glory or guts. (Untextured)

I took the game with me to IndieCade a week ago to hear how people felt about it. There was a lot of good feedback, and I'm at the point (or very soon) where I just need to have people play the game.

When you make a game, there are so many directions you can take it. Simulation vs arcade, permadeath vs lives, quick vs slow. I have been trying to figure out where this game fits on the spectrum, but as a designer I generally don't stick to one side of a coin. I'm really into balance, and this is the deepest set of mechanics I've built. There are a bunch of moving parts, and I'm going to be dissatisfied if I don't hit several nails on the head.

The big challenge right now is mid-term motivation. Even getting a score at the end of the game is secondary to why you keep playing. What makes you enter a battle? What makes you stay out of a battle? Why do you want gold?

This is tied into the behaviors of everything. Your enemies, the ports where you purchase and sell stuff, etc. I think I took for granted how much everything matters.

Anyway, so, the game is getting better, but I'm simultaneously uncovering new challenges. But writing this I just had a [hopefully] good idea! So, if all goes well, the next post will be more positive!

Cheers,
Randy O

Last edited by randyo; 10-20-2014 at 01:31 PM..
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  #137  
Old 11-04-2014, 01:43 PM
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randyo randyo is offline
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Good election Tuesday to y'all!

Risky Reef is movin' along. Things are shifting in style, such that the game is moving more and more into the arcade/quick-play realm, which I think is good for an iOS game. I've been making the game harder, because I like the idea of faster replays. It also ties into the idea that you're a pirate, the bane of society, the target, not the hero. So you actually start in a worse position than all of your opponents. Maybe that's bad, I dunno.

I've also integrated treasure collection, and it's starting to feel cool and satisfying. Here are 3 of the treasures that I drew that you can steal from the ports.



One thing that still isn't there is a good feeling of progression. You need to feel good the first time you get a quarter of the way to the end of the game. And halfway needs to feel better. And the first time you sink a port boss needs to be super cool.

Also sorta considering converting all the ingame to 3d...

Anyhow, that's what's up these days. Designing a game from scratch is hard work, and the quicker this game gets, the more I also hope to some day make a deep, slow pirate roguelike because this is not a simulation any more, but a completely different type of game. If enough of y'all buy Risky Reef, then I can afford to make that roguelike.
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  #138  
Old 11-04-2014, 02:59 PM
SirHanet SirHanet is offline
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Quote:
Originally Posted by randyo View Post
Good election Tuesday to y'all!

Risky Reef is movin' along. Things are shifting in style, such that the game is moving more and more into the arcade/quick-play realm, which I think is good for an iOS game. I've been making the game harder, because I like the idea of faster replays. It also ties into the idea that you're a pirate, the bane of society, the target, not the hero. So you actually start in a worse position than all of your opponents. Maybe that's bad, I dunno.

I've also integrated treasure collection, and it's starting to feel cool and satisfying. Here are 3 of the treasures that I drew that you can steal from the ports.



One thing that still isn't there is a good feeling of progression. You need to feel good the first time you get a quarter of the way to the end of the game. And halfway needs to feel better. And the first time you sink a port boss needs to be super cool.

Also sorta considering converting all the ingame to 3d...

Anyhow, that's what's up these days. Designing a game from scratch is hard work, and the quicker this game gets, the more I also hope to some day make a deep, slow pirate roguelike because this is not a simulation any more, but a completely different type of game. If enough of y'all buy Risky Reef, then I can afford to make that roguelike.
Lookin' good!
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  #139  
Old 12-01-2014, 09:56 PM
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randyo randyo is offline
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So I hate to do this, but I have to put Risky Reef on the backburner.

I don't have the money or time to work on this. Being an indie is tough and often games don't make their money back. This has 4-6 months of full time development to make it into the game I want, and I can't afford that.

I do have a couple bigger games that I'm really excited to be working on (Spider 2 and Soulcaster 3) and a board game in the Scoundrels universe that is going to kickstarter in a few months. So please, pay attention to those projects, cause they're all gonna be awesome.

I will be doing bits of work here and there on Risky Reef to move it forward, but first and foremost I have to pay my bills, and this won't be doing that for a while.

-Randy
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  #140  
Old 12-01-2014, 10:05 PM
Darth Nihilus Darth Nihilus is offline
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Oh man, that sucks, this looked fun af, but hey! A man's gotta eat.

Best of luck, I'll wait up for this one all the same.
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