Thursday, May 10, 2018

Hunting for a Publisher

Hey Everyone! The team has been hard at work over the past couple months cleaning up bugs and polishing up our content. We have finally reached a major milestone with build 0.27 which is that we are ready to go looking for a publisher.

The new build includes a bunch of new features including a tutorial to teach the game play mechanics, lots of new art for the environment including a new tide pool location and loads of bug fixes and quality of life improvements. You can play it for yourself at the link below...

Or, if you just want to get a flavor for how things are coming along, then check out the let's play video below...

So why are we no looking for a publisher? We recognize that the game market is crowded and without the proper exposure even great games have little to no chance of commercial success. We don’t have the needed competencies on our team in order to be successful at this and so we are seeking a publisher to help us. We are prepared to finish the game in our free time and aren’t looking for financial backing except where necessary for marketing. Here are the most important traits for us in a publisher…

  • Connections with gamers who are interested in our genre of game.
  • Marketing expertise and proven success.
  • Design advice for improving commercial success.
  • Help with testing and quality.

If any of you have experience working with a great publisher then let us know! We would love to reach out with them and discuss our vision for the finishing and shipping the game.


The Privateers Team

Tuesday, February 6, 2018

Huge Content Drop!

Hey Guys, we are dropping our next monthly build and it is loaded with new content for you to try. The writers have been hard at work fleshing out the world and it shows. Play the latest build for yourself here...

Or, if you just want to watch me play it, you can see the video below...

Beyond new events, there is some new sprites from Kurt which are really helping to bring everything to life. Also, I have been doing a ton of polish and bug fixing and things are really starting to firm up. I even managed to play for a whole hour without hitting any game breaking bugs :-).

Battling around new thatched roof buildings

As always, thanks for playing and leave us any feedback you have!

Saturday, January 6, 2018

Gulping Down a Cold One

Hey everyone! We a have a new build out for you to check out which includes a bunch of polish and bug fixes. Also, it has a fancy new tavern which you can can meet new crew mates or gossip to find out about adventures to go on. 

New characters in tavern

If you want to give it a play for yourself, you can download it here...

We are really buckling down and figuring out what is left before we can take the game to pitch to publishers. So, the main focus is on fixing bugs, polishing and balancing and filling out content. We are planning on dropping v0.26 in early februrary which should include a lot of new content including new events for people to play. If you are interested in just watching a bit of gameplay, you can check out a video of v0.25 below...

As always, thanks for your feedback and support!

Sunday, November 26, 2017

Ports and pacing

Hey crew! It has been almost a year since our last update, which is really sad. The scope of the game had become overwhelming and as a result progress dropped down significantly. However, the good news as that the new build is now out for you to try and it is packed full of very meaningful changes. The biggest change is an attempt to scope down the game into something more manageable, which is to remove the sailing experience in favor for a port that is static between adventures. The openness  of the previous sailing experience was cool, but it ultimately left an overwhelming amount of work in order to make it crisp and fun. The port is much more manageable for such a small team as ours. Furthermore, the port adds a really nice pacing to the game since you have an upgrade phase between every event you go on. This matches some of my favorite games such as "XCOM" and "Darkest Dungeon" which mix a high level strategy layer and a tactical layer.

Another big change is the addition of a bunch of new enemy types. Kurt created a bunch of new sprites which can be layered over our basic human model. Each of the new enemy types has new tactics which makes them different to fight. We will be working them into events over the next releases.

New Enemy Types
Lastly, I have added in a leveling system for the crew. They can now level up from 1 to 5 by earning experience in events. Each time that they level up their health and abilities become stronger. This will help the crew's abilities to scale along with the quality of items as the game gets harder at higher levels.

Go ahead and download the latest version here if you want to give it try...

Also, you can check out a let's play where I go through the various changes here...

---- v0.23 ----
- New port replaces the sailing experience
- Tavern added to port for hiring and finding events
- Harbor added to port for purchasing ship upgrades
- Results window showing the loot achieved with each event
- Crew now have levels which increase their power
- New experience system for crew
- There are a bunch of new enemy types with new tactics!
    - Kondanese
    - Ravenman
    - Ogres
    - Goldenmask
    - Drakonid
    - Knights
    - Natives
    - Couple more which need to be finished

- Several bug fixes

Monday, December 26, 2016

Enemy Buildout

Hey Guys! We have a new build up and ready for people to try out. The main theme of this build is creating a much larger variety of enemy types to fight against. There are a bunch of new enemies in this build but more importantly the framework has been put in to make adding more enemy types much faster in the future. So, we will continue to enrich this over the next few builds. You can try out the build at this link...

Privateers Alpha v0.22

Also, if you want to see me get creamed by the new Demon Boss then here is the let's play :-).

The change list for this build is below...

---- v0.22 ----
- New fire demon enemy type
- New alpha demon enemy type
- New demon boss enemy type
- New ice skeleton enemy type
- New fire skeleton enemy type
- New skeleton lord enemy type
- New poison skeleton enemy type
- New fishman alpha enemy type
- New fishman guru enemy type
- New alpha sea golem enemy type
- New poison skeleyon enemy type
- Improved random variation for caves, crypts and dungeons
- New fire ember weather
- Added syphon life ability
- Added fire blast ability
- Added fire maze ability
- New UI on hovering over enemies

- Tons of bug and balance fixes

Monday, October 24, 2016

Rethinking Everything

Hey everyone! The latest build is up for people to try out. The changes in this build are pretty dramatic because I decided to take a step back and objectively evaluate if the game mechanics were working out we had hoped. After doing this, there were a couple of design choices that I decided to change. You can grab the build at the link below...

Privateers Alpha v0.21

The most major design changes were the following...
  1. We are removing the action controls and only keeping the strategy controls. They were making the game too chaotic and preventing us from really reaching the tactical depth we wanted
  2. We changed items to be procedurally generated instead of hand crafted. The loot game just wasn't interesting enough and this has helped to spice it up.
There are a bunch of other changes involving how abilities work and a ton of new abilities. They are all directed to make the game more tactical and cerebral. Check you the play through that I recorded below or just try it yourself by downloading!

Here is the more complete change list...

---- v0.21 ----
- Reworked controls to remove direct control and focus on the tactical element of the game
- Abilities now have a cast time associate with them which can be interrupted
- Enemy humans now use abilities against you based on their class
- Class abilities are now randomly selected from a small set
- New channeling type of abilities
- Items are now procedurally generated with various rarities
- Tons of bug fixes from playtesting
- Added Summon Fishmen Ability
- Added Rock wall Ability
- Added Wild growth Ability
- Added Heal Ability
- Added Channel Heal Ability
- Added Burst Shot Ability
- Added Cripple Ability
- Added Silence Ability
- Added Mass Silence Ability

Thursday, July 28, 2016

Open Sourced Games

Hey Everyone! This is just a short post to let anyone interested know that I have open sourced all of my previous games (not including Privateers) onto GitHub. This includes Legends of Descent which is one of the most popular RPG games on the Windows Phone platform still today. If you are interested in game development then feel free to go and check them out.