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  1. Last week
  2. Seas of Fortune - Live on Kickstarter!

    Hi everyone, what a glorious day, not only is it sunny outside and 18 degrees but we are also launching on kickstarter! Here is an intro from the campaign from Captain Tommy! Why Kickstarter? The idea behind Seas of Fortune came to life in December 2016, from my love of old naval games like Man of War (1997), Sid Meier's Pirates and Sea Dogs. From the beginning of 2017 I wrote down ideas and did a high concept document stating how things would look and work, I quickly realized it was too ambitious to undertake alone and by February/March I contacted a consultant with over 10 years of experience in the gaming industry. I partnered up with Michel Mony from Cathar Games who believed in the game and saw its potential. For me, this is a pure passion project, but with limited resources, in order to get the game out there we need to move over to crowdfunding. I am aware that ambitious projects like this have a trust problem on Kickstarter, for obvious reasons, but I am determined to not let this project be one of them! This is why I firmly believe in open development and having backers test certain things along the way to see if the game is headed in the right direction. As a player myself and backer of numerous projects, I want YOUR voice to matter in development as you are invested in this as much as I am. We will also have a sailmap (roadmap) that will be updated frequently with every developer update so you can see how close we are getting to every major point in development. I hope you can help us make this game a reality in any way you can, be it by backing, or even just sharing it on social media. Thank you! All the best, Captain Tommy Here is an overview of the Sailmap, giving you a general idea of what it will be like. Also, here is a quick overview of some of the rewards and stretch goals! One of the back rewards: Rings for the captain in game. Use them to show off and boast how you were involved in making Seas of Fortune a reality! One of our stretch goals: Mythical encounters. There will be plenty of surprises in the game even for the naval expert, as we are making these mythical creatures come alive from a sailor's perspective. Sailors of the time firmly believed in these creatures as well as galleons that roamed the seas, for better or worse. But creature design and animation is expensive, and some are also really challenging to put in game, which is why the bigger ones are stretch goals. Take a look at some of our concepts and lets make kraken happen! Some concepts of the furniture for the bigger ships! Press the link to be taken directly to the campaign: Kck.st Thank you so much for your attention and for helping out in any way you can. Best regards, Trym Studios
  3. Hi everyone, and sorry for the late update, but we have been busy (which is a good thing) on various areas of the game. First, as we mentioned in the last update we did a name change to show more of the core elements of the game, instead of having a name that was more directed to a smaller part of it. The new name is more open to what the game is really about, so please take a look at our new logo and let us know what you think! We think the artist did a great job with it and would like to thank him for the great work and communication throughout that process. Second, we also finished the ship a while ago and are now only working on tweaking stuff, fixing things we found that did not fit and adding some other smaller things. We finished most of the kitchen for the chef and for you as the player to mess around with as well. This model is based on the dutch ship "The Pearl" and we only had a small wooden model to go by, so it has been interesting to find out how to fix some of the issues by including other references from similar ships. So how many ships are planned in the game? The current plan is 12 ships, ranging in sizes and styles, all based on real ones. From the 16th century to the 17th century, you will experience some good variations in technology from that time in how to sail them. Of course the sails will not be static on the ships as well, and will fold out as you raise or lower them to gain speed. Will I be able to fire cannons? It wouldn't be a proper age of sail game if there where no smell of gunpowder! Not all ships will have cannons though, but you will be able to protect yourself. So, where is the Pre-Alpha game play trailer? Uhm..its right here! https://www.youtube.com/watch?v=-5ggF2Mr-2k&t=25s We still have tons of work to do, but at least you Captains get to see something! So, while we have been focusing on most technical stuff for this update, there is not much art to show as of yet, because we also have some stuff saved for the Kickstarter coming up soon. In the next week or so there will be a thunderclap launched before we then head over to Kickstarter now in May. So the next part for us is to focus 100% on that. As always, you can join us on discord here; Discord.gg Also check out our social media pages here: Twitter.com Facebook.com Thank you for reading the update and if you have any questions or feedback, good or bad, don`t hesitate to reach out!
  4. Earlier
  5. Joined at the start, haven’t been active recently...

    some of the updates are also here: http://www.indiedb.com/games/seasoffortune But i will post at the correct place when I get home. sorry!
  6. Joined at the start, haven’t been active recently...

    In no way Captain! Sorry, we are in process of getting a new web page up and moving the forum! we are on kickstarter as well now: Sorry for not updating it here! Will fix that ASAP
  7. What have I missed? I’ve noticed the lack of updates, has it been abandoned?
  8. February Update 2018

    We are getting close to a fully completion of the ship, we have spent some time getting the kitchen ready, optimizing UW`s and textures as well as getting the sails right. We will also start working on the trailer next week so we can show of some game play as well, it will also come in handy now that we are shopping for a new publisher/ investor to help take this game to its full potential, so stay tuned for that! There was also a vote going on twitter for a new or second name tag for the game. So we are looking at doing a change on that in future to portray more of the core element of the game, which is trade and progression. Lets dive into this last months work Character customization We got some community feedback about having the option to change beards, our current captains does not have that layered but we made the buttons for that in the future when we have more options for the full version. The SFX test is also currently just placeholders (except the music which is from our main theme). Dan Wakefield from Antagonist will do the SFX on the game, he has previously worked on Through the Woods Antagonist.no Figurehead sketches Captain Roland has done some sketches for figureheads for the bow, which can be used from tier 2 ships. We have been playing with the idea that you can either buy these in full, or buy blueprints and craft it from your workstation. Let us know what you think! Ship details and props Of course, there is always work on props and details. We are never too happy and always want to improve what has been done to ensure proper quality. Added details to the single bed type tier 8 Tier 8 Captains Chair Carved wooden statues ship detail, first deck. Normal wood and colored, These are place in this area of the ship Steering animation with a whipstaff Now we have the steering animation in a way it feels comfortable, it seems heavy (which it was) and believable. A Whipstaff also called Whip, was used for steering larger sailing ships in the 16th-17th century and paved the way for the wheel. There are different variations of these, and for The Dawn, as the reference it was placed right in front of the mast. Preview of the Captains Quarters, The Dawn In the captains quarters we are also spending some time putting things into place, experimenting with the looks and placement. The size will vary on the type of ships, the bigger the ship the more place you have to play around in. Trade & Crafting When you make port there will be different illustrations depending on where you are, representing the time and area you visit. The trade UI is an ongoing process but now we have something we can actually show and build upon. Every port has different needs that will have to be met, and this is the basis of the way to make money, but sailing takes time so beware of which country or port that has specific needs wherever you travel. You will also need to buy for personal stock, so you have enough for crafting and repairs. The port of Sherburne without the trade window. With the trade window open. There will be more pages of city overview, port name and some other goodies. Crafting We will go more in depth on the crafting at a later stage, but here you will have an overview of materials for crafting and we will have a list for what you need for certain blueprints. As always, you can join us on discord here; https://discordapp.com/invite/94KK6K6 Also check out our social media pages here: https://twitter.com/TheWhalerGame https://www.facebook.com/thewhalergame/ Until next time and stay tuned for the upcoming trailer! Have a good weekend!
  9. January Update 2018

    Hello everyone, I hope you all had a great Christmas and celebration of the new year! We have been very busy in our end in almost every front, be it ship construction, art, UI, new models and so forth. So this will be without a doubt the biggest update we have done since we started, first, lets do a little sum up of 2017: In the beginning of 2017 I was all alone on the project, streaming my progress of making a ship and doing a model of a blue whale. I also did some prop art myself as well, but it just did not feel right for the game and I knew after talking to some other dev in Canada (Thanks ConnorORT ) that this would be a too ambitious project to take on by myself and there would be the risk of burning myself out and getting lost, which do sadly happen to a lot of Indies out there. So after some thinking, I talked to a consultant that had way more experience in both the AAA scene and indie scene as well, and we carved out the way of The Whaler. From there it took off, more people got involved, we got funding to do a playable demo so we could at least give a shot on crowdfunding (even though you should never count on it, specially not today), but it gave us a boost to actually make something out of the idea. So we worked on it, carved out details, what to do and how to do it, and we spent a lot of time making the art ready, blocking out the ocean and behavior, taking care of animations and so on. 2017 was great, but it was also full of challenges, like every game. We lost 4 months of ship construction time, we lost 2 months of animation time because I just did not have the experience to really vet the artists applying for us. Money was lost, money was gained & experience was learned, and this has again, carved the way for a great 2018, where we have some clear goals set on what we want to achieve and how to achieve them, we also have a great team with us that we know can deliver the expected quality of what I want to see in this game, so when it`s done, I know for a fact that we have put everything we have into it, and you, as followers and supports will know that this project from start to the end, will have full transparency of whats going on. When we finally go to crowdfunding, and IF successful, we will do an overview over monthly expenses, where does your money go, and how it is spent. Because we do know, Kickstarter has a trust problem for ambitious games so we also have to stay realistic, which is why we will have two sail-maps (roadmap) for a successful and unsuccessful crowdfunding. Before we head off to the updates, we received a question on email that I think will be good to answer here: No, you do not need to commence in whaling in this game, you will have a choice between that and merchant. So if trading is 100% your thing along with crafting, then you can do just that and not do the mini game. Now, lets head over that what we have to show in this months update! The Terror of The Sea This whale is a 32 m (104 feet) long beast, as you can see, he has had some fights with both humans and other creatures of the deep! You will have to use your wits and stamina to take down this one! Have a look at the turntable and screens! https://youtu.be/OwV0r3hM0W4 As always, the creatures and characters in this game is made by the mighty Captain Juras! The Second Ship: Dutch Galiot As "The Dawn" was based on the dutch ship "The Pearl", using a whip-staff to steer and navigate, the Dutch Galiot is a newer ship, from 1740 but around the same size. The Dutch galiots were flat-bottomed ships with a rounded bow and aft. The galiots are perfect for the merchants and we are excited to be able to control and sail the seven seas with this one! Have a look at some of the WIP: Before we continue with the rest of the pictures, lets fill inn some tech! New Setup - Re-hooked quest system - Re-hooking Simulacrum system to new setup (WIP) - Grouping functional objects (WORLD, PLAYER SHIP, etc.) to cleanup scene General - Update progress map - Hooked former ship camera to FPS and modified bindings to allow FPS control of ship - Refactored multi-cam logic - Adjust fake ship basic collisions (test mode) - Smoothing of collisions (controller to simulacrum resolution) - Imported new arms, adjusted prefabs - Added secondary dynamic light - Architecturing attack animation (harpoon) template for minigame - Polish Y-rotation of mouse movement - Cleanup of active vs legacy scenes - Rebuilding lightmaps/base assets (and eliminating unnecessary inherited lightmaps) - Created new development scene to prevent polluting production scenes - Added Debug_NavUI for debugging seafaring controls - Code Cleanup of CharacterControllerMimic.cs - Code Cleanup of CharacterControllerMimic - Code Cleanup of BoatMiniGame_CharacterController - Cleanup of Scripts hierarchy - Stripped legacy physics solution (Legacy classes Torquer, controller, etc.) - Fixed Compass Show/Hide - Fixed new Waypoints - Fixed Quest resolutions - Added Dummy Whale - Fixed controls carry-on in different mode/state - Import new icebergs, port, islands, whale collision and character (hunting) animation segments Character Controller Update - Modify character controller (simulacrum relationship) & base movement values (wip) - Added vertical rotation of FPS camera Boat - General Boat asset setup - Partial Physics - Create hierarchy for player/animations for boat minigame - Troubleshoot boat collision & physics - Debugging Harpoon throw animation (to retain harpoon object as part of Animation Controller) - Used new assets (troubleshooting limitations) - Modified physics heuristics - Added char on boat with proper anim-set (placeholder) - Modified Boat's reactive forces - 'Hacked' physics to prevent impossible collisions Character Animations - Added animations to controller - Created 'Fake States' - Modified character to follow new controller - Added automated idle state - Adjusted position of arms - Added anim swapper (placeholder) - Left mouse button (wait for anim to finish) Terrain - Tested terrain asset Interactive Stations - Created the interactive station logic (collision layer, core class) - Created character detection ActionBall - Created pipeline to 'take interactive actions' on the ship - Added input detection for interactive actions (hard-wired to: Left Mouse Button, F and E) - Added a placeholder Wheel collision Interactive Station - Wired Wheel interactive station with Control Focus (control ship) temp bridge - Added ControlFocus controls to allow to return to Character focus from Ship focus using E,F or LMB - Added manual delay on ControlFocus swap (disregarding any unforced issue made under 0.1s) Whale - Fix Camera setup - Create Animator Controller - Bind animation states from animations - Create animator / animation references - Build Material for body and eyes (using maps) - Build test-rig animation workflow - Streamline demo anim workflow - Added Whale controller - Added Waypoints system for whale behavior - Setup fake collision test colliders - 'Crash tests' with controller-less boat to establish physics parameters - Indexed Whale's force applied to its own mass - 'Crash tests' with controller-less boat to establish physics parameters - Indexed Whale's force applied to its own mass - Attempted adding low-res mesh (incorrect orientation and scale) - Added primitive colliders to animation root skeleton (for harpoon detection synced with animation) - Added dummy death state transition from animator model Character - Placement of the hunter animation - Binding of axis rotation of camera and body (separately) for aiming purposes - Identifying solution for projectiles - Added input for throw - Added anim transitions for harpoon throw (no collision) Harpoon - Created prefab instance of harpoon - Added physics - Added dynamic 'pitch modifier' to feel like it is 'falling' in accordance to its own speed Hunting Minigame - Setting up physics for boat (using float) - Matching collider with mesh of boat - Place temp camera tracking - Scene layout - Attempted to create simulation space to test: Water force // Water interactive components Islands - Recreated new island as part of hunting dev setup - Created fake material from texture - Added islands to seafaring map - Added collisions to islands in seafaring map Quest System - Created an easy reference for object-specific quests - Refactored Quest System to replace all 'dummy' quests with object-induced quest (works for islands, but will also work for Whale sightings) - Added quest references to both ports (fetch quests) Hunting Mini-Game Character - Changed the animation model to use the idle -> pre-throw -> post-throw approach - Changed the hierarchy to accommodate changes - Decoupled Harpoon show/hide from throw timing (and instantiation of harpoon) - Added real-back power (hold to throw further, etc.) - Added Whale life reference - Added 'damage dealing' attributes to Harpoon 'tip' - Performed crude hit detection 'carry' to Whale Life (and death transition) - Swapped in new states - Linked proper Harpoon show/hide states - Linked proper charge-up & release - Synchronized harpoon with animations - Minor tweaks to make it feel 'right' Seafaring Game - Cleanup current ship implementation (main ship) - Preparing to sunset former control system - Created a prefab backup hierarchy of the current ship (for rollback attempts) - Created new controls to make them feel less like WASD and more like Gears -- Sails now raised (max 3) when tapping W, and lowered (min 0) when tapping S. No reverse! -- Rudder now turns based on A and D being held, all the way up to max rotation. When release, rotation of rudder slowly returns center. - Ship speed based off sails: indirect - Ship rotation based off rudder: indirect Now, lets take a look at the progress of "The Dawn" Some of the objects you see in the video are subject to better placement, but as of now we are testing textures, optimizing UW etc etc. As you can see, "The Dawn" is a colorful ship, just like the reference. https://youtu.be/tZewZjkZM1c Animations I also wanted to show some of the animations we have in this update, even though some of you that follow the game on IndieDB have probably seen them before: Here is the fiddler playing a calmer tune, we absolutely love this animation. Here he is trying to tune the fiddle a bit. This will happen every know and then after he has played a song while you sail! Old grumpy swimming casually You will have your own crafting station where you craft different items The Mini-Game Here are some of the animation tests and behavior testing we did for the mini game. https://youtu.be/KJLC-3aZjxE https://youtu.be/qTM3m883IQI https://youtu.be/9ww5v7xHqiM https://youtu.be/XTPyuW7WrRc Character customization, The Captains! We will show in a video next month exactly how this works, its not a big thing but as for now I will explain. In the character window, you will choose hats, face and uniform in a portrait. This portrait will then end up in your captains table in game. For now, we have a few different versions to choose from. Carving a scrimshaw How does that work? Well, it dosen`t, at least not yet, as we are carving (hoho) out the core features first. But a great artist that helps out named Matthijs de Rijk, made this for you to get an idea what to expect! The Sailmap (Roadmap)! Here is a current work in progress of the sailmap. Every island here is a major update for the game, and it gets updated every month (when we get that far). We will also have this on our upcoming new and improved webpage (www.thewhalergame.com) where you can press the island to get an overview over whats coming. The last island will be the release according to however crowdfunding turns out, we will go more into depth on that at a later stage. So, whats next? In the next update, we will take a look at the great UI, Trade window, crafting and inventory. We will go over the video of character customization, set a date for the stream where we go in depth on deck 1 and 2, as well as a QA as well as some other cool stuff! Now at last, I would like to thank every single one of you who voted for us for best upcoming indie at the IndieDB awards. Among some of the other great games that was voted fore, we finished 4th, which was super fun and very motivating that people believe in the project. Thanks again, you guys and girls rock! See you again for the next update, remember you can join us on discord, or at the forums as well! Discord.gg www.thewhalergame.com Twitter.com Twitter.com
  10. Popular Dutch whaler "Bootschip"

    Amazing, Thank you!!
  11. The early Galliot was a medium ship type. It fell around the size of a frigate warship or a brig, But was designed as a flat bottom. The shape of the hull was round on both bow and stern, not unlike the bigger fluyt designs, This allow for coastal sailing, and shallow waters and lakes. The shipped was often rigged with a main mast and a smaller mizzen mast at the stern, often bearing a fore-aft mainsail, a mizzen sail, a jib, and an optional topsails on either mast. To avoid drifting with the flat bottems, the smaller ships were often outfitted with leeboards that would be lowered during sailing. Later ships of this type increased in size, leaning closer to the fluyt in capacity, some even adopted a 3th fore mast that allowed for a full rig.
  12. This type of ship started being built during the end of the seventeenth century and was primarily used for whaling. In old dutch the ship type was called boetscepe which means boatship (not the most original name) The characteristics of this ship type where the wide stern board than extended wider than the ship, a broad profile amongst the waterline, a shallow keel and a stump bow
  13. What other Naval Games do you like?!

    I dont have VR but I will check out some lets plays, it looks cool!
  14. What other Naval Games do you like?!

    I just found this game: http://store.steampowered.com/app/552080/IronWolf_VR/ it's a VR only coop game about submarines. It has very in depth controls and you can play with up to 4 players in a sub marine. If you don't have a VR headset, at least watch a lets play. This game is amazing!!!
  15. What other Naval Games do you like?!

    Let me know, i'll hop in with you. it's the best experience to play along with people who you know
  16. Paintings and References Gallery

    Handy sheet of tools Alpheus Hyatt Verrill 1916, University of Washington Francis Allyn Olmsted 1841, New York
  17. Paintings and References Gallery

    I found this very interesting https://www.livescience.com/46099-hidden-beached-whale-revealed-painting.html "View of Scheveningen Sands," created by Hendrick van Anthonissen around 1641
  18. Paintings and References Gallery

    Essex and the Spermwhale PETER ARGUIMBAU
  19. Paintings and References Gallery

    Ships in a storm on the Dutch coast/Schiffe im Sturm an der holländischen Küste Andreas Achenbach (1815–1910)
  20. What other Naval Games do you like?!

    Have not tried that game actually. I see its on sale, might pick that up!
  21. Paintings and References Gallery

    The Whale-oil Refinery near the Village of Smerenburg (Amsterdam Island, Spitspergen) by Cornelis de Man, 1639 (dude was only 18 when he painted this) Rijksmuseum Amsterdam
  22. Paintings and References Gallery

    Dutch whalers near Spitsbergen - Abraham Storck, 1690 - Zuiderzeemuseum Netherlands
  23. Let us share the most amazing paintings, drawings and sketches from the past. Age of Sail and whaler related. If possible state source, name of author and time period. The whaling grounds by Abraham Storck, between 1654 and 1708, Rijksmuseum Amsterdam
  24. What other Naval Games do you like?!

    Guns of Icarus is one of my favs. It's about ships... in the air... airships Not only is it an awesome steampunk game, it's one of the best online ship sailing games. 4 players crew a ship, with each their own task (Captain, Gunner, Engineer) Against other player controlled ships or in coop against hordes of AI ships. The gameplay asymmetrical but very balanced and the communication is a lot of fun!
  25. I listen to this one so often!!
  26. Happy Holidays to everyone!


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