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AppGameKit Showcase / [WIP] Pirates!

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nonom
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Joined: 12th Nov 2017
Location: Spain
Posted: 21st Apr 2018 20:48
I don't know really if any of you are working in a Pirates-like game, would nice to know anyways. Please tell me!

I'm doing my own tribute to Sid Meier, so opening this devlog to share the ideas with you.

nonom
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Joined: 12th Nov 2017
Location: Spain
Posted: 5th May 2018 15:32 Edited at: 5th May 2018 15:36
Well I did many parts, the AppGameKit Pathfinder from Phaelax did the most part of work navigating around the caribbean ... really a pathfinder is needing to simulate a real navigation in a top down system and at the moment I'm dealing with wind forces and those things.

I was focused in the map streamer, but doing a smooth scrolling instead refresh every screen.

I've loaded every part of the original game data but it will modded a bit. I'm typing (structuring) every object. AppGameKit T1 is working pretty well with User defined Types. And coming from C++ I feel comfortable, we are capable to do the rest.

I will share the most part of the code as example. It's my main project.

Really I'm excited with the idea to publish my own RTS game finally... Thanks all.

It claims to be multiplayer

NOTE: I did a map editor in-game and the pathfinder is awesome, thanks mate.
http://www.nyan.cat/pirate
Rick Nasher
1
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Joined: 25th Jul 2017
Location: Amsterdam
Posted: 20th May 2018 13:51
I must say I didn't remember Sid Meier's Pirates from the Amiga era, but I've seen a nice remake ( https://www.youtube.com/watch?v=e3if7ls_sBc ) and am pretty sure can be done better. So curious to see what you come up with.

Long, long time ago I was making a 2D Pirate game similar to Donkey Kong, where cannonballs would be thrown from the top of the mast, rolling down over the masts and ra's of the ship until all the way down with the player's objective of course to end up at the top and slice to bits the evil pirate doing this. It was at my C64, which sadly got a problem with the tape I saved it too, so I never continued working on it once I replaced it with an Amiga.

Do you have some pics/vids to show yet?





Golelorn
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Joined: 20th Nov 2016
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Posted: 28th May 2018 04:02
I thought about this being my next project. Of course, that is like 3 years away! I love that game. Also am a big Uncharted Waters fan. They just don't make games like this anymore.


I own the remastered Pirates! game. I have been looking at Tempest, but I just don't have the time to play anything. I can't believe there isn't another game like Uncharted Waters out there. KOEI used to make some excellent/amazing games. I wonder what happened to that studio. Bringing back some childhood memories!
nonom
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Joined: 12th Nov 2017
Location: Spain
Posted: 28th May 2018 15:31
Quote: "I must say I didn't remember Sid Meier's Pirates from the Amiga era, but I've seen a nice remake ( https://www.youtube.com/watch?v=e3if7ls_sBc ) and am pretty sure can be done better. So curious to see what you come up with."


The first step is to finish the UI and the towns controller. I Love Sid games really and I played them since long time, over other modern games.

I'm doing a huge grid worldmap streamed where the players can know their location and interact between them. Also the Phaelax pathfinder is cool to improve the enemies AI. I did a little collision editor but I'm a bit far so release it until -at least- the UI is done. It's pretty basic but fun anyways.

Quote: "I thought about this being my next project. Of course, that is like 3 years away! I love that game. Also am a big Uncharted Waters fan. They just don't make games like this anymore. "


Any feedback will be appreciated. Also your comments are welcome and any credits for the contributions. I'm stucked doing a responsive Dialogs UI, but I hope to start adding the towns logic asap.

I would like to share the dialogs engine soon(tm) in a new thread. Pretty simple but scalable.

Sorry being slow, I had so much backlog , but the summer is coming
http://www.nyan.cat/pirate
nonom
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Joined: 12th Nov 2017
Location: Spain
Posted: 28th May 2018 15:58 Edited at: 28th May 2018 17:44
I have a debt with this game since a few years ago.

Proof of concept
https://i.imgur.com/O1Plk2r.jpg
http://www.nyan.cat/pirate
Rick Nasher
1
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Joined: 25th Jul 2017
Location: Amsterdam
Posted: 28th May 2018 23:48 Edited at: 28th May 2018 23:49
Perhaps you could make use of janbo's fancy new rolling waves

(I can see your ship coming in )
nonom
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Joined: 12th Nov 2017
Location: Spain
Posted: 30th May 2018 08:04
Thanks Rick!
http://www.nyan.cat/pirate
Phaelax
DBPro Master
15
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Joined: 16th Apr 2003
Location: Metropia
Posted: 30th May 2018 16:17
A pirate RTS? You have my attention. I've always wanted to make one, but I've never managed to actually finish one.
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Legend of Zelda

"I like offending people, because I think people who get offended should be offended." - Linus Torvalds
nonom
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Joined: 12th Nov 2017
Location: Spain
Posted: 1st Jun 2018 13:44
Quote: "A pirate RTS? You have my attention. I've always wanted to make one, but I've never managed to actually finish one."


Thanks!, I need to finish a couple of things that posted in our forums and I'll start to publish the game concept; your feedback always is welcome

I did many things, like collect Town names, Ships properties , Goodies, UI Options, from Sid's game, and I would like to store the dialogs -did all of them-, the main idea is to make it configurable with JSON, at least.

Since I was playing a few years a great multiplayer version (http://worldofpirates.net/) I've adding some improvements from there.

My idea is to make a common logic, UI and Game controller, and next port the view to 3D reusing a few 2D parts. Step by step.

Quote: "Perhaps you could make use of janbo's fancy new rolling waves"


Really hyped! @janbo
http://www.nyan.cat/pirate
Phaelax
DBPro Master
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Joined: 16th Apr 2003
Location: Metropia
Posted: 4th Jun 2018 13:23
Any thoughts on tackling at AI?
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nonom
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Joined: 12th Nov 2017
Location: Spain
Posted: 11th Jun 2018 11:41
Quote: "Any thoughts on tackling at AI?"


Time Manager - Custom time.
Weather Manager - Clouds direction modifies the ship movement
Names Manager - The old game had a couple of files with a few first names and last names per flag, so randomize them.
Character Manager - Skill, Reputation (per flag), Title, Gold, Modifiers [...]
Dialogs Manager- I’m doing my own approach.
Ship Manager - Morale, Resources, Crew, Cannons, Modifiers [..] it needs a Manager, at least.
Towns Manager - The UI much like the old style so I need to find the best solution to store an array of resources and events, and compute them maybe every X minutes in any order, because there are many events per citie.
News Manager - Every town should spawn his own events (news) so maybe a pool of events is a good idea. Or maybe check only the nearest cities.
Jobs Manager - Random jobs generator with simple travel missions, the AI should check if the ship has any active job.
Bank Manager - Global bank to be accessed from every friendly city
Trader Manager - Resource trading, old style.
Shipyard Manager - Repairing and buying ships, old style

Surely I'm missing a lot of managers,

Duel Manager
Tavern Manager
Governor Manager
Attack Manager

[...]

At the moment a basic sailing:
We see our ship and a menu appears with a Message from a strange ship (sail away / hail for news) . The "blank" ship flag color turns in the the nearest city color, a little chance to be from another flag, and finally a chance to be a pirate / hunter. The chance to find a ship increases when you are close to the cities.

I would like,
All the ships being visible and works in the same way, but spawning enemies, and traders and making them visible.

(Skill Wall of Text Lvl 7 reloading)
http://www.nyan.cat/pirate
nonom
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Joined: 12th Nov 2017
Location: Spain
Posted: 11th Jun 2018 11:46 Edited at: 11th Jun 2018 11:51
I was stucked storing and handle all the dialogs, so doing my own approach.

I want to share my CreateWindow() and CreateButton() when ready to get some feedback.
http://www.nyan.cat/pirate

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