High Seas | Sunken Ships, Treasure Hunting, Merchant/Ship AI - Devlog #7

Yeah, most definitely! Thanks for your interest :grin:

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Would it be possible to make sunken ships generate where a player’s ship fell? It would give the game an extra bit of realism, the ships wouldn’t have to be that accurate to the player’s ship, there just needs to be a ship.

I can’t wait to start making an ocean themed game, I’m currently working on a FNaF clone in Godot, since I’m trying to branch out my skills. Once I’m done with that, I might try to make one.

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That’s the plan! When your ship sinks, a wreckage appears (it will be a clone of your ship, with your chests onboard, etc).

When you attack merchant ships, and they sink, a wreckage will also appear.

Thanks for your feedback, I appreciate it!

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Though, the concept is very cool, and quite unique for a Roblox game, though the style of it seems a bit odd.

If you’re going for a style such as Sea Of Thieves;

I could participate in the project and give you some free models to continue.

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Thank you!

I’m generally going for a low-medium poly style. The map isn’t built yet, it will hopefully look better by launch.

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I found some really weird bug :rofl:


the water just disappears when I use my boat

also when you use the boat, sometimes the whole boat disappear and the speed change into “NaN(Ind)”
for a few seconds then reappear.

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I’ll be sure to fix them. The spear isn’t functional yet, just so you know :joy:

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u cud just follow him, and ignore other than devlog

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Hey, just finished up the custom inventory backpack. You can now add/remove items from your toolbar to your backpack. (Ignore the ugly output)

You also have a sides sword, which you can change depending on your equipped sword:

You can now drop items by pressing “F” with an item equipped. This will remove it from both your backpack and your tool bar.

Awesome idea. I love the thought of being able to roam the seas in my ship and raiding places. it’s a great concept so I hope you stick with it.

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Thank you for your feedback, it means a lot!

Hey, how should bounty systems work in this game? I can’t seem to think it through. Any thoughts are really appreciated!

I’ve never actually tried, nor can I code. But I think you can treat the bounty as points and make a leaderstats. Each kill you get, you get points. You can rename the points as ‘Bounty’.

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For the backpack, I think it would be easier if people would just click on the items or drag them into the backpack. The ‘X’ may lead to people thinking it will delete or drop the item.

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This game looks fascinating! Can you please notify me for the next devlog? Great game!

Thanks for your feedback @poop347883, I’ll be sure to clarify what the “X” means.

Sure thing @Lightning_Game27 :slight_smile:

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Bounties are usually given due to criminal activities right? So the bounties can be like a multiplier or a divisor depending on how much treasure you steal (not find, steal)! For example, if you steal 1000 worth of treasure, your bounty increases by 150 or 1000 * 2.

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That’s a great idea, thank you for your input!

I’ve made a lot of improvements, fixes, and more! What can I do better?

A lot has been changed. I hope to make this the best game :smiley: