Nic Cresswell.
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tw0fish.bsky.social
Nic Cresswell.
@tw0fish.bsky.social
Freelance 3D/Games Artist.
Indie Dev.
DM's open & always happy to chat.
Here's the stamp in engine doing its thing! Albeit in a very rudimentary way. xD

2/2

#UE5 #gamedev #indiedev #gameart
October 24, 2025 at 7:50 PM
Action cards, at a base level, are broken down into two categories. Immediate and Persistent. The former are played from the hand while the latter are played onto the board. In this example, the persistent card modifies trade values and gains tokens for a cost. #indiedev #gamedev #UE5

9.2/n
August 23, 2025 at 8:09 PM
Action Cards (thematic name TBD) are one of the ways players can circumnavigate difficult situations or gain beneficial outcomes. The primary means of drawing cards is by expending resources when docked at a port. #indiedev #gamedev #UE5

9.1/n
August 23, 2025 at 8:07 PM
Each contract comes with a route, a port list that acts as a turn limit for completion. Players can choose to end a turn at any point, but must be careful not to overstay or overspend resources, but also not to rush. It will also reduce naval pursuit when clearing the board. #indiedev #gamedev

8/n
August 15, 2025 at 7:09 PM
Telescoping board pieces (more than a little inspired by the GoT opening sequence) are an excellent way to get bigger assets on the board within the limited room of the rotating hex tiles. An airship tower for trading with any port and a black market haven for contraband.
#indiedev #gamedev #UE5
7/n
August 12, 2025 at 7:29 PM
Many of the actions the player can take, as well as events that occur have a chance of drawing the attention of the navy. Needing some way to represent this I've added a "pursuit track" to the outer ring. The red peg denotes the distance between you and them. #indiedev #gamedev #UE5

6/n
August 10, 2025 at 7:31 PM
If the current board isn't giving you what you need you can always choose to chart a course to somewhere new. Either to open up a more beneficial trade route or possibly gain access to some other functions that will aid you in your endeavour. #gamedev #indiedev #UE5

5/n
August 7, 2025 at 7:44 PM
Points Of Interest, represented by a "?" at the rear of a port, are minor excursions the player can choose to take. Small narrative vignettes that can yield a variety of outcomes.

The system is a little crude at the moment, but at least it's functioning!

#indiedev #gamedev #UE5

4/n
August 5, 2025 at 1:59 PM
Now you've arrived at a new port, what's next?! Trading, that's what!

Basic trading is limited to adjacent ports, beginning at the one the player is docked at. However there will be means of extending beyond these limits, as well as elements that ignore them completely. #indiedev #gamedev #UE5
3/n
August 3, 2025 at 3:28 PM
A key part of any mercantile endeavour, legitimate or otherwise, is travel. Short distances are largely uneventful, but intend to travel to further harbours and you best steel yourself for the unexpected along the way. In this case, the good fortune of free loot. #indiedev #gamedev #UE5

2/n
August 2, 2025 at 7:52 PM
A new (to here) project, a new thread. The best way I can describe it is as a mash up of some CYOA narrative, tabletop boardgaming, strategy, a little buccaneering, exploring and trading. All while trying to stay one step ahead of the navy on the path to fortune and glory! #indiedev #gamedev

1/n
August 2, 2025 at 7:50 PM
Having hit a wall(s) with my recent project, I decided to switch focus back to my other one. A benefit of multiple projects is always having something to make progress in or feel motivated about. A downside is the more time away the more you want to update with new things learned. #indiedev #gamedev
August 2, 2025 at 6:04 PM
Gameplay is still the primary focus, but staring at grey assets takes its toll. So I thought I'd take a small break to see if I can remember how to do anything artistic, haha. It may still be grey right now, but I'm quite pleased by the half-tooth gear movement. #UE5 #gamedev #indiedev

15/n
June 25, 2025 at 3:24 PM
The two major limitations to lock-on are obstructed view and light. On the surface it's readily available, but in the dark below you'll have to illuminate your targets. Either by environmental sources or light of your own creation. #indiedev #gamedev #UE5

14.5/n
June 20, 2025 at 1:14 PM
With the continuing improvements being made to the handling and manoeuvrability of the player vehicle it was getting a little dicey trying to move, aim and fire at enemies who were also moving. So I thought to add a limited lock-on feature, limits to be explored later. #UE5 #indiedev #gamedev

14/n
June 17, 2025 at 7:15 PM