"Embark on the fantasy oceans of Pirate Paws as the captain of your own fleet, to defeat rival bands led by humanoid animals in grid-turn-based battles, connected by a multi-path linear world map in a roguelike format."
The first two months we were making several prototypes in two different pairs of the four people that we were. Another partner and I told him:
An immersive first-person horror puzzle experience.
A postman delivering packages in a town with a van.
The second couple did:
Kitchen management and automation.
A pirate roguelike.
After much mulling over what to decide to do over the next few months, the one chosen in the end was, obviously, this.
The reason is that, despite its difficulty in programming due to its multiple systems, we considered that there was no other game that made the mix we had in mind.
After the decision we began to establish our roles in the team, mine being product manager, designer, artist and programmer.
Being such a small team, we had to fulfill many roles, however the ones we performed the most were programming and design.
After this we did many design and conceptualization sessions and when we had a clear roadmap, we used Jira to establish tasks and we got to work.
After a two months and a half of hard work, the following things were implemented:
Improved enemy AI
Status Effects
Inventory system and Store
Improved UI
A “moba” style control system
Basic onboarding
For the beta we had a big date and that was the presentation of the game for Demoday, an awards gala at our university, for which we were also not making any effort because we were not looking forward to being nominated for something.
During this time we mainly implemented the following:
Improved enemy AI
Improved UI
Improved onboarding
Bugfixing and polishing
Playtesting
We also have to start paying close attention to the promotion aspect of the title since we had the opportunity to take it for playtesting with quite a few users.
After the gala in which we managed to win two awards, we prepared the release of the demo for our itch.io.
What was done was the following:
Swinging
Polishing
Presentation
Own soundtrack
There was still a lot left to consider it a 100% complete experience but it was a very interesting development and we could still extend it further...
We liked the new team that had been formed and the game that we had developed for half a year so much that we decided to continue this Summer of 2024 in which, more calmly, we are redesigning many of the systems that did not work, refactoring code that had a lot of room of improvement and with the aim of making it much better visually. All of this was also motivated by the fact that we were going to have the possibility of showing this improvement for IndieDevDay in Barcelona.
We will communicate our intentions on social networks, so stay tuned!