25
Oct
2016
News

NANTUCKET SUBMITTED FOR THE IGF 2017

by picaresque

Ahoy there!

It’s been a while since you’ve read of us. Last time we told you we were in need of some relax to prepare for the final rush. Well, the news of today is part of that:

igf_social

We are thrilled for this submission! It means a lot to us since the game will be judged by the bests and, moreover, that the game is a lot closer to its production end.

We believe in this game and we hope to get as far as possible in this competition. We will keep you updated about this, don’t worry. Wish us luck!

The Team

Save

Save

6
Aug
2016
News

Summer Holiday 2016

by picaresque

Ahoy mates!

Here at Picaresque Studio we keep working hard for the final goal. However, we feel that we need a little rest to recover our strength for the last push. For this reason, we leave you with a new illustration of our Ishmael doodling with wood, carving out whales while something is watching…

NantucketHoliday2016

Have a nice summer time and see you in September rested and ready for some juicy (or groggy) news!

The Picaresque Studio Team

Save

Save

18
Jul
2016
News

Devs Play Ep. 11: “Black Flag on the horizon”

by picaresque

Ahoy fellow Captains!

A new, shining, Devs Play video series episode is out!

Watch Episode 11:

In Nantucket Pirates can be a very dangerous foes and tough ones. Mex, our game designer, will show you how to spot their areas on the map and how to fight them. Remember that not always it will be a good idea to go for the battle but be prepared for their might!

Enjoy the video!

The Picaresque Team

18
Jun
2016
News

Devs Play Ep. 10: “Hunger for Blubber”

by picaresque

Ahoy there!

The new Episode 10 of our Devs Play video series is out!

Watch Episode 10:

Mex, our game designer, will show you how and where to look for sea creatures. A captain has to show to  well know the seven seas! Find information about whale areas and keep track of their migration routes.

Enjoy the video!

The Picaresque Team

4
Jun
2016
News

Devs Play Ep. 9: “Fighting Whales”

by picaresque

Arr!

The long awaited Episode 9 of our Devs Play video series is out!

Watch Episode 9:

Mex, our game designer, will show you how to fight against sea creatures. Now it’s time to see who’s the man! Learn how to challenge and win sea creatures avoiding damage and rescuing your ship mates.

Enjoy the video and let’s fight!

The Picaresque Team

21
May
2016
News

Devs Play Ep. 8: “Intro to Combat”

by picaresque

Ahoy!

The new Episode 8 of the series “Devs play” is out!

Watch Episode 8:

Mex, our game designer, will show you how to prepare fir combat. What’s the combat dice and how many types are on the game? Have a look at how to deploy your crew before a fight on the waters! Low the whaleboats and enjoy the video!

Action stations!

The Picaresque Team

7
May
2016
News

Devs Play Ep. 7: “Level Up & Quests”

by picaresq-admin

Ahoy!

The new Episode 7 of the series “Devs play” is out!

Watch the Episode 7:

Mex, our game designer, will show you how and when to level up your characters. Which are those aspects of the game affected by your level? Moreover, you’ll take a look at the quests system in Nantucket so, buckle up and enjoy the video!

Godspeed and may the fair wind be with you all!

The Picaresque Team

23
Apr
2016
News

Devs Play Ep. 6: “Manage Resources”

by picaresque

Ahoy!

Good news! Episode 6 of the series “Devs play” is out! .

Watch the Episode 6:

In today’s video Mex, our game designer, will show you how to manage your resources during navigation. How can we tackle a situation like, for instance, when food is scarce and your crew is at the brink of starvation?

Enjoy the video and hold fast!

The Picaresque Team

16
Apr
2016
DevBlog

UI Combat: Let’s fight!

by Capt_Eatbones

Drink, ye harpooneers! drink and swear, ye men that man the deathful whaleboat’s bow…

This will be the last article about the combat and before we start, I’d like to point out a couple of aspects of Nantucket. As you probably know, one main aspect of the game style is that is made of paper. It’s an experience played onto the Captain’s table, in his cabin and sometime is played in a harbor. Even so, the harbor is an illustration drawn on paper too.
When we thought of a combat style for this game, it came natural to us moving towards something mostly related with a table and a bunch of pieces of paper: a card game.
This combat is not a Trading Card Game. We’ve chosen a card style due to the context of this game: ship, crew, sailing. And, of course, we like playing card games too. Nantucket, per se, is not a card game, but includes a little card game played during the combat. Now, let’s move on with the article main subject.

Today, we are going to have a look at the actual combat phase UI. I want to share with you a first mock-up (this is a frame of an animated one):

CombatAnimMockupCombat 3.0 – Animated Mock-up (Still)

In the picture above you can see a still of the animated mock-up we prepared before starting the implementation. We needed this to define the timings of the overall combat experience. If you have red the previous articles (if you don’t, you can catch up here and here) you already know how the combat has evolved and how the previous Deployment phase works. Once you start the real fight, you have to roll the combat dices of the crew members you have in your whaleboats and decide which command is the best to win against your opponent.

CommandChoiceCombat 3.0 – Dice roll and Command choice

 As you can see, these images are from an early mock-up and the dices faces are not final. The main concept, though, is there: according to the crew members you’ve placed onto the whaleboats you’ll have several dices combinations. Each dice face, when rolled, will unveil a specific command. Once the the dices have been rolled the player can chose which command he/she prefers. When the command needs a target, ad arrow will appear to point the target the player wants.

Let’s have a look at the design of the crew card:

CARDSCombat 3.0 – Crew cards

Above you can have a look at the final version of the cards. I’ll show you each element from the top to the bottom:

  1. Combat states icons: Bleeding, Stunned, Poisoned, Blind and Surrender. These icons will appear according to the combat development. Except for the Surrender state, all the others are inflicted be the opponent. This label will appear and disappear according to the presence of states.
  2. Crew member information: Health, Name, Class and Level. In this case, I chose to use the heart icon to be sure everyone understands the meaning of it. Previously, we used a red/rope health bar but still it was not clear enough.
  3. Crew member picture: this is the same used in the whole game, whenever we access to the information of this man.
  4. Combat dice.
  5. Combat dice switcher.

The hearth of this card is the combat dice. In the above image, you’re looking at the Captain’s card which is special. Since the Captain has all 4 working skills (Hunting, Sailing, Science and Crafting) he will have 4 different combat dices: one per working skill. According to the evolution of the working skill the related combat dice will evolve too. The working skill faces are 3, no more. The remaining 3 faces are used in this way: 2 for specific skills in use and 1 for specific objects in use. This special dice faces will enable special combat commands.

During combat you can use the Dice Switcher to decide which working skill of your avatar you prefer to use. Simple crew members will only have 2 Dice Switchers: the one related to the working skill they are specialized on and a generic one (related to the Cabin Boy half-class).
Before the roll of the dices the player can chose which combat dice to use for the roll. This way, you can chose the best strategy combination to use each turn. Of course, its crucial that you placed the right men during the Deployment phase.

creatureCardsCombat 3.0 – Creature Cards

The Creatures card is a little simpler than the Crew one. First of all, there are 2 different cards: Standard and Special. Above, on the left, you can see the Standard card style while, on the right, you have the Special card style. As you can see, Moby Dick will be a Special card because its class is Legendary (and because it’s Moby Dick, I’d say!). From the left to the right, these are the elements of the Creature card:

  1. Creature type label: here you have the name of the species and the color of the card. The color is important because it lets you know which color will be its attack cards.
  2. Action/Instant card slot: here the creature can play two different type of cards. The effect of these cards is used for the creature itself.
  3. Creature picture: below the Action/Instant slot.
  4. Creature information: Health, special creature’s Name (or the species name instead), Category, Special ability (or the species shape instead) .
  5. Combat states icons: here will appear the same icons used for the Crew card, except for the Surrender.

CombatView_v3MockupCombat 3.0 – Mock-up

Remember that not always defeat the enemy all the enemies will be asked. The Victory conditions card, in the top left, tells the player the requirements to the success. Moreover, in the top right, there is the Random Combat Condition card that will be drawn each turn and will define the combat conditions each time (bonus, malus, etc.).

And what about the Crew VS Crew combat? Here you have it!

CombatCrewView_v3Combat 3.0 – Crew VS Crew mock-up

Here the combat will work the same, the only difference is the there will be less crew member on your side. Moreover, you will be able to see the combat dices of your opponents. The only real difference is in the opponent card: the colored label is placed at the bottom of the card. This way you have a reference to who is attacking who.

Well, I don’t want to spoil too much of this since we will have specific videos about the combat in our “Devs Play” series (watch it here).

Hope you’ve enjoyed like I did in sharing this with you.

Keep tuned and Godspeed, as always, from your Capt_Eatbones!

9
Apr
2016
DevBlog

UI Combat: Deployment

by Capt_Eatbones

Arrr! Your Captain summons you!

Today I want to talk a little more about the combat’s UI: the Deployment. During this phase, the player is asked to spend a little time, before the actual combat, to decide who will participate in the fight. This is a crucial moment since part of the strategy and the outcome will depend on the choices made here.

This part of the combat has always been in the design so it’s something that’s always been there, even in previous combat iterations:

CombatDeploymentCombat 1.0 – Deployment

The main idea is let the player choose from the list of all the crew members on your ship. Every crew member has his own skills, traits and states. Several skills are related to the combat so, for example, according to whom will be assigned to the fight the player will have different options during the next phase: the actual combat.
This list has the goal to show all the crew member information related to his possible use in battle. As you can see, in the picture above, a description of the skills useful in combat is show on the right of the crew label in the list. This layout has not changed too much during the next iterations. Actually, let’s move on the next iteration and see what changes have been made (if you haven’t red the previous article about, you can do it here):

CombatViewDeployment_v2Combat 2.0 – Deployment

Now, as you can see we have a card deck. More specifically, the Attack cards deck. In the previous iteration we placed the crew list in the middle of the combat board. This time we thought to place it right on top of the selected whaleboat to make crystal clear to which boat the crew member would be assigned. The layout is not that different, except the crew member details on the left of the list. This time the player is able to have a better look to the selected crew information: Traits, Skills, Objects and, of course, the combat dice. The interesting thing of this solution is that while you’re assigning crew members to the whaleboat, you see changing the available cards on the deck. This underlines even more the importance of this moment of decision making.
We are ready to move to the last iteration to see where our final stop will be (sure it will be the last? :D)

CombatViewDeployment_v3Combat 3.0 – Deployment

 While in the previous iterations the crew assignment was handled only through drag&drop, this time we introduced buttons. In our opinion not everyone finds the drag&drop the easiest solution nor the most precise one. Moreover it’s not always clear where to drag.
Here the crew list has been flipped horizontally. On the left is the list while on the right there is the preview of the crew card. This card contains several elements:

  • Name of the Crew member
  • Health points
  • Class and Level
  • Current Combat dice
  • Combat dices switcher

I won’t explain all the functionalities of the combat since there will be specific videos about this in our Devs Play series (watch the episodes here). However, I want to point out that in this version the combat dice is in full sight. Previously there was a dice icon that would open a tool-tip with the dice faces information. Now the player can review the combat dice at any moment.
Well, it’s all good but, are we going to fight only at sea? Of course not! As we told you in other occasions, there is also the combat between crews, on the ship deck. Here is a glimpse of what the deployment in Crew vs Crew would look like:

CombatCrewDeployment_v3Combat 3.0 – Deployment: Crew VS Crew

The crew list stays the same. It will just take less time to deploy our men since there will be less of them.

That’s it for today, we’ll be back with the last article about the UI of the actual combat phase.

I hope that you’ve enjoyed and godspeed!