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Author Topic: Pixel Piracy Brought to you by the creators of Terraria  (Read 139562 times)

Graknorke

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I meant in terms of getting the pirates to not just all throw their own ropes, and instead allow just one of them to throw a grappling hook and then the rest climb up.
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Vitali

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its possible, since 1 rope opens the pathway that can be used by anyone, its just that currently by default i made so only 1 person can use it, but i understand what you mean, and it would be fun, if someone actually destroys the hook when 10 pirates are on it ;D
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alexpoysky

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At 1.0 there'll be all manners of ways to board ships, be it via 1 line, many lines, hook and swing, dinghy's, ladders across boats(planks, you know what I mean).

Vitali is engineering up a whole myriad of new stuff :)
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Poysky Productions
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ragnar119

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Hi there, I am very interested in this game. So some questions:
-How will you interact with your pirates, direct control, indirect, little explanation on that part?
-i see you will have events, what about quests/bounties (like find and kill some pirate and similar)?
-How will travel be done on the world, will there be a world map something like in fallout 2?
-will there be a main story line that you can if you want follow and finish?
« Last Edit: September 15, 2013, 10:10:12 am by ragnar119 »
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Vitali

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Hello ragnar!

Thank you for your intrest, here is your answers.

How will you interact with your pirates, direct control, indirect, little explanation on that part?

Currently it happens via indirect control & when there is a critical situations it will happen via direct control, this system will need some tuning tho in general.

i see you will have events, what about quests/bounties (like find and kill some pirate and similar)

Yes

How will travel be done on the world, will there be a world map something like in fallout 2?

Yes, there is a world map where you select a location you wish to sail. Sailing will happen in a side view.

Will there be a main story line that you can if you want follow and finish?

Yes, plently of  them, each time different main quest based on your decisions you made when you started the game for the first time.

Thanks!
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Iceblaster

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Hmmm...

Question!

Will you be able to strategically target your enemy with your boat and have them, for example, target an enemy's sail, removing most of their mobility?

Vitali

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Yes Iceblaster  8)
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alexpoysky

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Ok guys. I just PLAYED the current build. You heard me, PLAYED it. It's no longer a mish-mash of modules that look cool, they function together as a game. You can go into a town, purchase ship parts and then build it. Take your captain and stock the ship with food, sail to one of about a thousand randomly generated islands (hoping it's not so far away that you starve to death on the way) and disembark.

Things are shaping up really well!
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Poysky Productions
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bluejello

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yay, playable alpha? the game is in a playable state, but not many of the planned features now right?
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Glloyd

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It's no longer a mish-mash of modules that look cool, they function together as a game.

A slight knock on Starbound there? Either way, glad the game's shaping up well!

SealyStar

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Wow.

My only gripe is that having low-res sprites which you scale up to arbitrarily large sizes can look kind of ugly, but I guess it's kind of inherent in the randomly-generated design you're going for.
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I assume it was about cod tendies and an austerity-caused crunch in the supply of good boy points.

MaximumZero

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If I may? GIMMEGIMMEGIMMEGIMME!

Cannot wait to play this.
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Holy crap, why did I not start watching One Punch Man earlier? This is the best thing.
probably figured an autobiography wouldn't be interesting

burningpet

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Wow.

My only gripe is that having low-res sprites which you scale up to arbitrarily large sizes can look kind of ugly, but I guess it's kind of inherent in the randomly-generated design you're going for.

I am a giant advocate for higher resolutions almost every time. i think pixel art can be just as hard if not harder to make right and more pixels means you have more room to cover up your artistic imperfection. but, playing the game, i can not stress enough how superbly functional the art is in this game and how everything looks great when playing it. that its a better approach to serve the ability of producing massive amount of content is just a bonus, one i would have pushed hard to overlook if the art would have hurt the game. but, it just doesn't.

i am not saying that higher sprites wont be coming, but i am really not pushing it as hard.

I must join alex with the praises here, as unobjective as it is for us to say it, the game simply plays great. even the simple little tasks are already extremely fun to perform and everything has a special touch to it. i think bay12ers (and the world, but especially bay12res) are going to fall in love with this game and have a great time with it.

when you have a few minutes to kill and what you choose to launch is a pre-alpha build to play, this can only be a good sign.

Glloyd - i think alex referred to the feeling we got when vitali sent us the build that has all the game modules linked together. we clearly saw the vision, we played with each part and knew how they are going to connect with each other, but when it all came together, it wasn't 1+1=2, it was 1+1=10.
« Last Edit: September 21, 2013, 02:38:49 am by burningpet »
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HARD

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Looks amazing, i like kinda childish style graphic connected with tough pirate bloody and rummy style
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