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That Ship Has Sailed

Made in GameMaker 2.

Using Procreate & LogicProX.

Coded in GML

[GitHub]

[Play The Pre Alpha]

Crafted in the spirit of Sapling: A Tree's Tale and informed by the insights gained from its production, my ongoing project in Game Maker Studio 2 is a dynamic work in progress. Seamlessly blending elements of the anti/idle genre, this game transforms seemingly idle moments into critical junctures for players to test their strategic acumen.

Central to the gameplay is the player's responsibility to recruit and meticulously manage a diverse crew, each member fulfilling a unique role crucial for maximising the ship's potential. With over 2000 different combinations of appearances and names, the randomly generated crew mates add depth and variety to the gaming experience.

Simultaneously, players face the challenge of navigating the delicate balance between maintaining their ship's condition and ensuring the survival of the crew by astutely managing provisions. With a competent crew and ample provisions in place, players must make strategic trading decisions to fill their ship's cargo hold with a diverse array of resources.

Upon loading the ship with cargo, players embark on an exciting journey by selecting a destination from the map and setting sail. Each town encountered features a distinctive economy reflective of its trades, injecting a dynamic element into the gameplay as economic fluctuations present additional challenges. Navigating the open sea, players contend with a dynamic weather system, subjecting them to various conditions like snowstorms and tempests. The whims of the wind can leave the ship becalmed and drifting, introducing an unpredictable element. The weather intricately corresponds to the time of year, forcing players to factor in seasonal risks when planning their routes.

The sailing segment constitutes the idle phase of the game, where control is relinquished once the ship sets sail. There are no second chances; a miscalculation can lead to dire consequences for both the player and their crew.

Looking ahead, the game promises future enhancements, including dynamic crew relationships and customisable ships. Random events and condition-specific occurrences are also in the pipeline. Upon achieving feature completion, a cohesive lore will be integrated into the world through flavour text, guiding players through the immersive setting and facilitating a deeper understanding of the underlying systems.

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