A thrilling new rock system has emerged from the depths, introducing destructible rocks within the environment. These dynamic elements challenge the captain's skill of maneuvering and add an exciting dimension to navigation. Sailors must now keep a lookout ahead of the bow side to avoid damaging their ships and accidentally knocking crew members overboard. On collision, the rock crumbles and falls into the water, acting only as a temporary obstacle.
This new addition to the game encourages players to strategize and make the most of their surroundings. When faced with overpowering adversaries, sailors can utilize their knowledge of the terrain to gain an advantage. By luring enemies into rocky regions, a skillful captain can trick enemies into a rocky grave or use the rocks as a temporary cover.
Every captain needs a crew, and every crew needs a captain.
We’ve been working on a new system that knocks crew members off their ship, throwing them into a drowning state. In this drowning state, the crew begins tread water for a few seconds before they are claimed by the depths of the ocean. If you sail close to them and anchor, you can save them and add them to your ship....so you must act fast!
This happens to enemy ships as well as your own. If you lose your crew you can swing around and pick them back up. This can create some great moments of saving a highly skilled crew member, or taking one from the enemy.
Being a small 2 person dev team means sometimes we have a difference of opinion and it becomes a stalemate. The stalemate at hand was whether or not looting should bring the ship to a complete halt, or full control of movement remains during looting .
Option 1: has the ship automatically stopping to loot. This allows you to focus on what cards you can loot without the pressure of crashing into enemies or going off course .
Option 2: maintain full control of the ship when the loot menu is open. This version is keeping the advanced player in mind.
So, what is the best solution to this?
What we decided to do was have the ability to toggle it on the fly. By tapping the loot button, players can anchor if they want a slower looting experience or HOLD the loot button briefly to keep full control of the ship.
Which do you prefer? Let us know what you think on our Discord!
In line with our previous update, we've been actively testing some variations on core gameplay mechanics. One exciting addition we're experimenting with is a "fog of war" layer on the world map. We're thrilled to report that the fog adds an entirely new dimension to the AHOD experience. It enhances the sense of exploration and suspense while introducing strategic variations that make your choices feel more impactful.
This is still a work in progress, but let us know what you think on our Discord!
We're excited to discuss some of the recent updates we've been working on for the game. We've been focusing on introducing new systems, refining existing ones, and experimenting with new ideas to make the gameplay experience even more enjoyable for our players.
One of the most significant changes we've made is streamlining the directional limitations of the cannons. Now, the cannons' directional limitations have been streamlined to focus on the side of the ship closest to the target. This change enables faster chains of combos and strategies, making gameplay more exciting and dynamic.
In addition to adding new systems, we've also been trimming the fat and removing features that weren't working as well as we had hoped. As game developers, we know that it can be challenging to determine what works and what doesn't, but we're always willing to follow our instincts to create the best possible game for our players.
Finally, we're constantly exploring new ideas and prototypes internally before pushing them out to the public. We've been working hard to chisel out the details of the game and create a clearer image of what AHOD is meant to be.
We appreciate your patience and support as we continue to develop AHOD. We're looking forward to sharing our next playtest with you soon. Thank you for being a part of the journey.
FEATURES: We have rearranged the core game loop to include 4 main resources. Those resources are: 1) Supplies: the main medium of exchange to use at port markets, repair depots, etc 2) Prime: add glowing power to your hand and increases the abilities of the card on activation 3) Obsidian Coins: world map movement now costs 1 coin. 4) Lime: use limes to cure injured crew members - Crew members can now get injured after extensive combat. Use limes to cue their ailments. - new in game UI HUD elements. Reloading timer and bar. Target name info is smaller and over target. - Visual updates to Caldera Isle map - new port type: blacksmith to upgrade a card's damage - new port type: sunken ship to loot supply type
We expect things to be slightly broken, so we thank you for your patience and leave your feedback in the Discord server https://discord.gg/GMgDtmrmEH
We are excited for the opportunities and progress that this new year will bring for our project, and we are thrilled to have gained the interest and support of so many of you.
Many of you discovered our game through SplatterCat's video of our initial "2022 Next Fest" build. We are thankful for his recognition of the unique elements of our game, and we highly recommend that you check out the video and subscribe to his channel.
You may have noticed that we temporarily removed the demo from our Steam Page. This was due to on going design changes that were not ready to push to the public. We are still in the progress of ironing out the details, but we feel the next build will be closer to a complete version of the core loop. We will have patch notes to address some of the main changes in the upcoming demo NEXT WEEK.
In a few months, we plan to launch a Kickstarter campaign to help fund the next phase of the project, so keep an eye out for the official date announcement. In the meantime, you can follow our pre-launch page by clicking the link below to stay updated on our progress.
• FEATURE: Our new Death Tusk Artifact is now available. When you damage an opponent with a projectile, you'll automatically repair for 1 health. No engineers needed! • FEATURE: Added a score tally at the end of every match, so you can see just how well (or how badly) you did • FEATURE: Added some feedback bubbles for your Crew members, so you can always be in the loop about what's going on • FIX: All item descriptions have been updated for accuracy • FIX: Homing Mines can now be destroyed by Crew members • UPDATE: Updated Skull Cave model
Demo build 0.1.2
FEATURE: Add new Hovercraft artifact. Where we're going, you don't need water (Can sail on land without damage) FEATURE: Add new Mystic Crystal artifact. Adds an extra shot before needing to reload FEATURE: Added cooldown bar on the UI for cards
FIX: Added tooltip descriptions to cards that you don't have enough supplies for FIX: Removed shooting from targets you have destroyed
UPDATE: New control scheme for both keyboard and gamepad. Camera movement is on by default. Cannons that face the same direction as the player camera can be quick shot by using left mouse click or right trigger on gamepad.
Join our Discord and talk with the devs and community. Let us know what you think!