Cargo stacking got awkward once goods started remembering where they came from.
Two batches of grain should fit in the same hold slot, but I still need to know which port each batch came from when selling.
So now a slot can hold separate lots. Less inventory Tetris.
@KrytiqueDev The timestamp pins sound genuinely useful. Watching the exact moment someone gets confused beats a vague 'it was fun' every time. Can testers leave a note with the pin too?
@studionemo_de That silhouette is unsettling even before it moves. Using folklore for sea creatures gives you so much stranger material than just making another big fish.
@ChiveArcade Exactly. I really want the encounter to test something the player already understands instead of introducing a brand new rule while they're panicking 😄
The Leviathan used to be too easy to escape with a lucky tailwind.
So I changed the encounter: it now creates a dead-air zone around itself, forcing you to crawl past it before the wind helps again.
Much nastier now. 🐙 #gamedev
@TraitoreanGames Yeah, that makes sense. Fixed duration is probably much easier to balance too. I’d definitely end up overthinking a variable version 😄
@ChiveArcade The whirlpool appears first, and the player’s flag shows the wind direction outside the zone. By the time the Leviathan appears, the player should already understand how much wind affects speed, so the encounter builds on a mechanic they already know. 😁
I'm playing with markets changing while you're at sea. You can leave port thinking grain is a safe bet, then arrive to find the price has moved. The wind might be fine. Your ledger, not so much.
@XscoGames For me it's the economy when prices keep changing while you're busy somewhere else. Too little and the market feels dead. Too much and it starts to feel random.
@zackontopx@threejs Really like the atmosphere here. Especially the pier and lighthouse in the distance. I've been working a lot on harbors and lighting lately, so this immediately caught my eye.
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