That's a wrap!


I'm taking an indefinite break from Galleon!

I am very happy because I accomplished all the things I wanted to do:

  • A deterministic, procedurally-generated world
  • A fun mechanic that involved AI-assisted targeting and easy controls
  • An inventory system
  • Polishing the game with water reflections and clouds
  • A story system
  • A stats bonus/malus system
  • A gamesave system
  • A cleaner, more modular way of programming these systems

There are a few other things I wanted to do; maybe eventually:

  • An Exploration mini-game where you would send in some mercenaries in a turn-based, mini-roguelike environment involving combat and loot
  • A more complex story with quality writing
  • Multiple ship types
  • Biomes
  • Ship inertia, bumping and banking
  • A more evolved gamesave system
  • More polish

My only big failure is I wanted the world map to feel more hearthy, and to create locales that were more easily recognizable for when you came back later. Right now everything always looks very generic, and wondering if biomes and more polish could've helped.

Anyway, 'til next time! I hope you enjoy the game in its current state.

Files

Galleon.zip Play in browser
Oct 21, 2020

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