Arrrnother Devlog Week 9


Arr landlubbers, we're back from a well earned holidays in the Caribbean.
Yes, we had a holiday, but it was one full of work.
And as you will see, it's alot of work on this beautiful ship.
Before i start to talk about the changes in game, we'll start to talk about what's happening below deck now.
The second production sprint has begun and by Poseidon's name is it a heavy one!
We got to work out what we would add in the final game.
For the artists this means tons of work on the ship and the player characters, animations and finally a lot of particles.
For the programmers this means implementing what the artists create and balance the game.

Because that's an issue at this moment, balancing.
We've been working on systems to spawn items but not in an overpowered/ too weak of a way.
Right now this means having a cannonball container that will spawn cannonballs ever so often.
Or planks, falling from the ceiling.
Meanwhile you can (finally) see your ship's hp, thanks to the beautiful artists we have some nice UI design.
And of course the programmers who added it.
Finally to end this rant on those scurvy dogs who we call programmers.
I've heard tales that they're working on a tutorial for all the new pirates.


And now those rats, the artists what have they been up to?
Our artists have done tons of work and turned our pile of driftwood into a full fledged ship,
We got masts, lanterns, nets, everything you'd ever need on a pirate ship.
Some nice railing to keep you on board just in case you lose control.
They turned a gray plane into actual water.
Finally they made something... Is that a parrot?
But ofcourse! what are pirates without parrots.



Anyways you landlubbers, we have to go.
We heard of a bounty over yonder so we will sail away.
Don't be scared to share your opinions, just don't keelhaul us.

Have fun and stay safe, On the High Tides.
YA HARR

Get [Group 10] High Tides

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