I’ve been working on this game for some time, and the timeline has kept increasing with time, partially due to me now knowing more of what goes in to it, but more because I have been putting it off.
The game is a historical sea trading game, inspired by a number of Sid Meyer type games (Civilization, Colonization, Pirates!), along with a few other games that aren’t as well known, but mostly focus on trading with space ships.
The key features of Colonial Sea Trader that I am hoping to create are
- Trading goods in a way that keeps the player engaged
- Historically inspired, circa 1550
- Goods will be produced based on the time of year. Will also incorporate missions
- Semi-realistic economic model
- Support for at least basic modding.
I’ve been blogging about my adventures in getting the game running, some on the community blog site (http://blog.gamedev.tv), and many on my own site (http://blog.colonialseatrader.com).
The current status of my project is:
- The gameplay is still lacking. I’ve been finding that one of my core mechanics isn’t quite developed, namely the buying and selling of goods. It just needs a lot of work to get things to where I need it to be.
- The UI is somewhat well advanced, probably too far considering the state of my gameplay.
- I feel like I’m at a good stage towards identifying the style and feel of the game that I’m wanting to get to.
With the work that I’ve been doing in this class, I’m planning on being ready for at least an Alpha quality release by the end of this year. The goal of that is to have at least sufficient graphics, good gameplay, sufficient UI, and basic modability.