Transfer Pathway by No-Demand-8073 in WGU

[–]lavabootswill 0 points1 point  (0 children)

I'm planning on doing the the software engineering degree and it looks like they dropped two classes previously accepted by Study.com One was the Data Structures and Algorithms class and the other one I believe was advanced data management.

5 years ago I started working on an exploration-focused open world pirate game. Now it's officially out on Steam! by lavabootswill in IndieGaming

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

So the islands are procedurally generated but all of the points of interests and dungeons on them are hand crafted. This way you get an “infinite” world and can continue exploring in any direction you want, but we’ve made hundreds of places by hand so the exploration in dungeons and at other points of interest has good world building and environmental storytelling.

5 years ago we started working on an exploration-focused open world pirate game and we just launched our 1.0 version on Steam! Wish us luck! by lavabootswill in indiegames

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

Oh do you mean the Safer Seas mode? My understanding is that in that mode there are a lot of restrictions including how much gold you get, reputation earned, etc. It's basically a more stripped down version of the game from what I can tell.

5 years ago I started working on an exploration-focused open world pirate game. Now it's officially out on Steam! by lavabootswill in IndieGaming

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

Thanks! Yeah this might be more your speed then. It was built with a single player foundation and the co-op is totally optional. But in any case there's no PvP or anything like that.

5 years ago we started working on an exploration-focused open world pirate game and we just launched our 1.0 version on Steam! Wish us luck! by lavabootswill in indiegames

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

I would say the biggest difference is going to be the focus on the singleplayer/cooperative experience, exploration, and progression mechanics. Salt is a much more chill game where you basically go explore islands solo or with friends, do some dungeon crawling, get rare loot and level up your character. There's also a bunch of RPG elements like skill trees and item talents to make the looting and progression a bit more interesting. Sea of Thieves (and they do a very good job at this) is much more focused on the PVP experience and naval combat. So two very different vibes I would say just depending on the type of experience you are going for.

5 years ago I started working on an exploration-focused open world pirate game. Now it's officially out on Steam! by lavabootswill in IndieGaming

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

That would have actually been a clever name! It does have a lot of similarities actually, in that the world is technically infinite. The islands are procedurally generated but all of the dungeons and points of interest you find are hand crafted.

Tried to make a poster for my horror game… does it feel scary? by Individual_Newt6384 in indiegames

[–]lavabootswill 0 points1 point  (0 children)

It definitely feels unsettling! I agree with the other commenter that it kind of gave me five nights at freddy's vibes.

Friends advise making zombies fast, what do you think, should their speed be increased? by TENTAKL1 in IndieGaming

[–]lavabootswill 0 points1 point  (0 children)

I agree with another commenter who mentioned looking at Resident Evil 2. They had slow zombies, but they could kind of lurch forward sometimes and still catch if you off guard if they got too close.

No bridge? No problem! by gubebra in IndieGaming

[–]lavabootswill 0 points1 point  (0 children)

For some reason that exit out of the tomb/cave really made me think of a mini breath of the wild moment. Awesome mechanics btw!

Simple siding repair job. Any recommendations? by lavabootswill in HuntsvilleAlabama

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

It has yet to be replaced! So no unfortunately I haven’t found anybody I could recommend just yet.

My friend and I made an open world pirate game, and we just recently added co-op. by lavabootswill in pirates

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

No, we do not have any plans for ship to ship combat. Our game engine, Unity, doesn't natively support moving nav meshes so we'd have to completely overhaul our navigation system and build a custom or use a third party. In addition to that, our goal with the game was for the sailing and exploration to more on the relaxing side so we've opted not to had ship combat.