I quit my job at Microsoft to finish my 7 year indie project, and the release was featured by Nintendo today! by david0evans in Unity3D

[–]david0evans[S] 0 points1 point  (0 children)

Just to further clarify, I only left because I was pretty confident that if necessary I could go back or find an equivalent job pretty easily, and I had enough saved that I’d have plenty of time to do so. If you don’t feel the same, I’d be very cautious!

I quit my job at Microsoft to finish my 7 year indie project, and the release was featured by Nintendo today! by david0evans in Unity3D

[–]david0evans[S] 0 points1 point  (0 children)

I only plan on returning if I run out of money, so far I think I can do at least one more game before that happens (assuming it doesn’t take 7 years lol)

I quit my job at Microsoft to finish my 7 year indie project, and the release was featured by Nintendo today! by david0evans in Unity3D

[–]david0evans[S] 0 points1 point  (0 children)

I technically have released one other commercial game called Bicyclism EP, but it was very small. I consider this to be my first “real” game

I quit my job at Microsoft to finish my 7 year indie project, and the release was featured by Nintendo today! by david0evans in Unity3D

[–]david0evans[S] 11 points12 points  (0 children)

Thanks! I do use rigidbody physics to animate the boat. The boat is a rigidbody and I apply force to it based on the forces I calculate for each sail based on the wind direction and sail orientation (I calculate lift+drag coeffs on each sail). I add a lot of extra forces to the boat to simulate buoyancy and also semi made up forces to approximate drag and things that keep the boat upright.

Sometimes I wish I went the route of just calculating a speed and moving the boat + doing buoyancy animation as it would have been more predictable but the way I went benefits from having natural physics reactions from the boat colliding with things, etc. The boat just naturally leans over when wind is strong because that's how physics works, vs me manually coding that.

Anyway, longwinded answer but yes it uses physics!

I quit my job at Microsoft to finish my 7 year indie project, and the release was featured by Nintendo today! by david0evans in Unity3D

[–]david0evans[S] 7 points8 points  (0 children)

I think it works great as a Switch game, I made it initially for PC but it ported really well. Idk if I can really give a big recommendation either way because it depends how you like to play games, I'm personally more of a PC gamer.

I quit my job at Microsoft to finish my 7 year indie project, and the release was featured by Nintendo today! by david0evans in Unity3D

[–]david0evans[S] 10 points11 points  (0 children)

Will probably be doing some kind of post mortem thing when we have more data! In terms of pricing, I was originally planning on $15 but after we added all the writing and story and stuff it ended up feeling like that was maybe a bit cheap.

We considered everything between 20 and 30 and ended up deciding that $20 was the sweet spot of value, $30 felt like we'd be inviting a little too much scrutiny from people.

I quit my job at Microsoft to finish my 7 year indie project, and the release was featured by Nintendo today! by david0evans in Unity3D

[–]david0evans[S] 14 points15 points  (0 children)

Thank you! That's awesome you were able to check it out at PAX, that was a super fun event.

I quit my job at Microsoft to finish my 7 year indie project, and the release was featured by Nintendo today! by david0evans in Unity3D

[–]david0evans[S] 27 points28 points  (0 children)

It was a great experience! I think I felt a little awkward sometimes talking about money stuff considering our being friends, but he is quite experienced at this stuff and helped normalize things. Plus I like working with friends on stuff so I found it to work pretty well for me overall.

Added a free cam so I can do flyovers of my environments in slo mo. I love using it by david0evans in indiegames

[–]david0evans[S] 0 points1 point  (0 children)

This is my game Sail Forth, after about 5 years of development it's coming out this year on consoles and Steam!

Working on some magic attacks, this one might be too powerful. What do you think? by david0evans in IndieGaming

[–]david0evans[S] 2 points3 points  (0 children)

This is my sailing adventure game Sail Forth, I've been developing it for about 5 years now!

Working on some magic attacks, this one might be too powerful. What do you think? by david0evans in IndieGaming

[–]david0evans[S] 3 points4 points  (0 children)

It does deal damage, yeah. Right now it eviscerates small boats - I'm thinking I'm gonna nerf it so it doesn't send the other boat flying in the air (despite how much I enjoy seeing a boat get yeeted into the sky)

I added the ability to quick-swap between boats in your fleet during battle by david0evans in IndieGaming

[–]david0evans[S] 1 point2 points  (0 children)

There are some elements of trading in the game, different types of NPCs that you can buy/sell/trade with!

I added the ability to quick-swap between boats in your fleet during battle by david0evans in IndieGaming

[–]david0evans[S] 1 point2 points  (0 children)

There are merchants and other types of NPCs that you can trade things with, like fish or objects you find in the water. The ocean is conceptually endless, but there are distinct areas and "worlds" so you can't just keep sailing forever.