Author Topic: Would you play Pirate Rogue?  (Read 2276 times)

dagondev

  • Acolyte
  • *
  • Posts: 13
    • View Profile
    • Sleepless Temple Game!
    • Email
Re: Would you play Pirate Rogue?
« Reply #15 on: March 08, 2016, 06:02:44 PM »
Thanks, very nice of you to take time and get me some references.
I am also targeting real time, like Pirates!, instead turn-based.
You can also see some progress as I tackled today rotating in 360 degrees:

While I am doing ascii art and rendering glyphs I just take rendered ship and rotating this by opengl.

Zireael

  • Protector of the @
  • *****
  • Posts: 592
    • View Profile
Re: Would you play Pirate Rogue?
« Reply #16 on: March 09, 2016, 02:32:14 PM »
I would definitely play it. I love sailing, even though IRL the difficulties of living on a yacht get to me after about a week.

dagondev

  • Acolyte
  • *
  • Posts: 13
    • View Profile
    • Sleepless Temple Game!
    • Email
Re: Would you play Pirate Rogue?
« Reply #17 on: March 10, 2016, 05:02:12 AM »
Thanks!
I will create thread when I start releasing binaries - a.k.a. there will be something to show.

Paul Jeffries

  • High Priest
  • ****
  • Posts: 253
    • View Profile
    • Vitruality.com
Re: Would you play Pirate Rogue?
« Reply #18 on: March 10, 2016, 03:12:15 PM »
I created a 7DRL a few years ago called 7DArrrrL, which had a basic premise that sounds very similar to what you are trying to do.  It was pretty much a total failure, but that's largely because I wasted most of the week creating an overly complex sailing simulation and forgot to put in any decent gameplay.  I still think the basic concept was good.

One lesson from that failure that I'll pass on was that you need to decide how realistic you want ship-to-ship combat to be.  I went for 'very', but it's hard to make that accessible and fun because in real life sailing ships are big, slow and not very maneuverable.  A lot of players didn't really understand the underlying physics, tried to steer directly into the wind and then were upset when the game wouldn't let them do that.  I played Assassin's Creed: Black Flag a little while afterwards and was slightly annoyed that it treats ships as basically big wet cars that can turn on a sixpence, but I have to concede that the combat in that game was a lot more fun.

dagondev

  • Acolyte
  • *
  • Posts: 13
    • View Profile
    • Sleepless Temple Game!
    • Email
Re: Would you play Pirate Rogue?
« Reply #19 on: March 14, 2016, 09:24:32 AM »
Hi Paul.

Thank you for such detailed insight. This is very valuable for me. I don't understand why do you see your game as a failure. Sure, you didn't deliver for 7DRL but as I can see from some reception (checked youtube) people while were confused at first, they liked it. It looked like a great base to expand after 7DRL. Could you share some playable build? Also is there a chance for source code or (preferably) resources that lead you to make such combat? Your site was down and have problem finding specific 7DRL you made for. While I *probably* don't want such detailed battles I would like to know how this works before I decide what I want.
Right now I am heavy prototyping without any attachement to my code.
Luckily I don't have such time constraint as you. :)

GertyGame

  • Acolyte
  • *
  • Posts: 4
    • View Profile
    • Email
Re: Would you play Pirate Rogue?
« Reply #20 on: May 25, 2016, 11:08:15 AM »
There are never too many pirate games out there. Actually it's not too long ago since I was thinking about making a pirate rogue-like myself :D Never got around it though, but you are giving some inspiration towards it. I think that your decision to target real-time combat instead of turn based is a good choice. I mean there's nothing wrong with turn based games, but personally for me the interruption between attacks breaks the immersion.

I also like the way you designed to pass the information about the game world. Super!