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Seablip News

Path To Release - Post 2

(Not yet available in Demo)
Movement Update

Hello everyone! This is another update that comes after feedback from Steam Next Fest. Not everyone liked the grid movement, and I couldn't let that continue to be the same. The player movement is now "pixel-based" while walking horizontally on an island.

This might sound like a small update, but I had to fix a lot more to make it work. For instance, all interactions are now updated to fit the new way of walking.



I guess it's not that easy to spot the difference from the GIF, but the movement in Seablip now feels a lot smoother.

  • Interaction is more "kind," allowing you to interact with objects and people without the same strict distance as before.

  • Using tools and weapons is also smoother as you no longer need to wait for your character to finish walking on the grid.

  • Moving vertically is still "grid-based."


I'm going back to work but will be back with more news soon! Have a wonderful day!
- Jardar

Path To Release - Post 1

(Not yet available in Demo)
The New World Map


Hello everyone, and thank you so much for all the great feedback during (and after) Steam Next Fest. I want to let you know that I have addressed many of the things you provided feedback on, and first up is one major change! :)



The World Map is no longer "point-based" but a free (bigger) and open map. You can control your ship and must ensure it does not crash into islands, rocks, icebergs, or other dangers. The enemies are visible ships, some of which will hunt you down if you get too close, while others mind their own business until provoked or plundered.

There are still lots of features I want to add to the new World Map, but here is a look at how it is right now:

[previewyoutube][/previewyoutube]

A list of some functions available on the World Map:
  • Ship speed ranges from 0 to 14 knots (max), with wind providing a bonus or penalty.
  • Ship max speed is based on the ship type.
  • Death or crew loss can occur on the World Map.
  • Encounters with merchants are possible.
  • Loot can be found.
  • Obstacles must be avoided.
  • Crashing into an iceberg can remove it as an obstacle, but it inflicts significant damage unless you have an icebreaker!
  • Enemy ships may pursue you if provoked or for other reasons.


Other functions I am testing, but still not sure will make it to the full version:
  • Using a cannon on the World Map to harm enemies.




Again, thank you so much for all the feedback! I look forward to continuing working on Seablip! :)

- Jardar

Small Update - 0.6.924

New
  • A new Fishing Minigame replaces the old one. The new fishing minigame is not 100%, I will continue working on both the visual, sound, and content. Let me know what you think! :)
  • A tiny demo surprise, two more days to play.


Bug Fixes:
  • Not able to activate blueprint from action inventory
  • If you reached health point 7 you get 217 health instead of 21 health
  • Using Monkey Mortar on your ship could potentially break the game
  • All blueprints were registered as common (even if you used better-quality blueprints)
  • Fixed some flying swords in sea battle
  • Item pop-up (when items are gained with "magnet"), could in rare cases stay over the player until you exit the scene.


What is next:
  • I will start working on a bigger update, the new player island. This will require some time, but when it is ready it will be partly part of the demo.


Have a wonderful day!
- Jardar

The Path To Seablip's Release

Ahoy everyone, thank you so much for a wonderful Steam Next Fest!

One thing first:
  • Seablip's Demo will stay available on Steam until launch!
    Having the demo available significantly boosts the visibility of Seablip. It's something I cannot afford to lose, and the only reason not to have it up is that it distracts me from my development.




[h3]Steam Next Fest[/h3]

Throughout the week, Seablip gained a lot of positive and negative attention. I've been trying to watch all the feedback, even though it's not very enjoyable to watch a negative stream.
However, I take it seriously and consider the necessary changes for the game. Overall, it has been a valuable experience.

Seablip may not appeal to everyone, and I realize I need to make some tough decisions, especially concerning the game's intro. Not all players get to experience the sea, which is the core aspect of the game that I've invested the most time in.

With limited development time remaining, I have learned that I must prioritize the core gameplay over the story. I believe this will contribute to making Seablip better.

I dream to continue working on Seablip after its release, but that's a bonus if things go well. The primary goal is to deliver a game at release that feels robust and polished at its core.



[h3]Major Changes from Demo to Seablip's Release[/h3]

New Player Island
I'd like to revisit an idea I had earlier in Seablip's development, where players start on their own, much smaller island. This island would function as a base, requiring players to construct defenses on the right side to guard against raiding pirates and enemies. It's more gameplay-oriented, building upon existing concepts with some new elements. Here are a few key points:
  • This island will be located close to the one you live on in the demo, ensuring the story still plays a significant role, though slightly more on the side.
  • Crafting mechanics will be adjusted to align with this new base.
  • Crew management will also be linked to the player's new base.
  • While it might be interesting to allow players to capture and build bases on new islands, achieving this before release seems unlikely.


These are some major changes from how the game starts now, and that would require some time, but my goal is still to get within my deadline, and rather prioritize differently what I can and can't make before a release. These changes aim to enhance the gameplay, and that is the most important thing. I think this will make the game better.


I look forward to sharing more details as we approach. The release is on the horizon, and I have to put all my energy into development to get it ready in time.

Again, thank you all for playing the demo and wishlisting Seablip.

- Jardar

Seablip Demo Stream

Hello sailor!

I'm setting sail once again to take on Pete the Parrot Lord, one of Seablip's most wanted.

Join my last Steam Next Fest stream/chat! :)

- Jardar (solo developer of Seablip)