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Tides of War - Screenshots

Captain Murphy

Actually a Captain
TOP CONTRIBUTOR
Programmer
Public Relations
Hearts of Oak Donator
Pirate Legend
Some in-game screenshots showing end results and a few dev shots too.
Fire caused by hot shot and left unchecked
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First test with furling cloth sails
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Yards turning to get the best wind
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Currently manual setting, will be FSM/AI controlled before long.

Fully functional Sail furling
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Night time patrolling
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Finally, a feature I ripped straight from PotC and Akella:
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Deforming water around the cannon splashes!
 
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Updated bow splashes
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New lighting effects and updated sail shaders
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On-Deck cameras available
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Allowed more camera angles to get some better screenshots and better all around visibility
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Independently damageable sails
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New Multiplayer chat
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Helm camera position
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English ship watching a French and Privateer sink
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That sun flare effect is really quite cool mate, and that water is really looking fantastic! I absolutely love the customizable sails too! :onya
 
Expanding the rough weather conditions
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Fires should be spreading from boat to boat soon
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Camera angles and on deck views are now expanded and reworked to be much more stable
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Just a French ship after sinking a pirate
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At boarding distances. The damage and noise at this distance is pretty intense.
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Collision damage will be added in the next update
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Added in some new camera effects and bloom
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New PBR Substances
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2 Ships collided and were stuck when the bowsprit of one got fouled in the mizzen mast of the other. A close quarters brawl ensued with one ship sunk and the other heavily damaged.
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4 ships duking it out
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New Telescope view for on-deck
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Doh. Run aground... the hard way.
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@Captain Murphy, you might want to start putting some of these images in spoilers. There's a lot of strain on this page when trying to load so many images at once. :wp
 
Uploading them to the forum and using thumbnails would work too mate. Thumbnails from imagur would work as well, but would require more clicks.

Really looking fantastic, btw, nice work! :onya
 
There's nothing quite like a good slow-mo clip. :keith
 
Another dose of screens this month. We are refining some code and refactoring quite a bit of it so that it performs better with more ships. Right now the goal is 16 ships at 60fps on my old 660gtx at full graphics, so that way it can be turned down a bit and work on some older machines.

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A day battle that lasted on into the night.
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Spanish ship engaged in a long range gun battle with Pirate, Dutch, and English.
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Updated weather, added cannon shot types, updated effects, larger ship, MORE GUNS!!!!
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A minor note on the French flag:

The screenshots show the modern French ensign with blue, white and red in unequal proportions - in reality they are proportioned 30:33:37. The idea is to counter the effect of the trailing edge appearing shortened as the flag flutters in the wind. But these proportions were only adopted in 1853. In Napoleonic times the flag would have had the colours in equal proportions.

See:
French ensigns - Wikipedia
Flags of the World - France
 
A minor note on the French flag:

The screenshots show the modern French ensign with blue, white and red in unequal proportions - in reality they are proportioned 30:33:37. The idea is to counter the effect of the trailing edge appearing shortened as the flag flutters in the wind. But these proportions were only adopted in 1853. In Napoleonic times the flag would have had the colours in equal proportions.

See:
French ensigns - Wikipedia
Flags of the World - France
Thanks for the info!


We now have a system of damage decals that we are testing in v0.3.x that is currently up on Itch.io if you want to play it!

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Looks very action-packed there, @Captain Murphy! :onya

Why is that ship in the last screenshot still floating? She looks like a sieve!

And the particle effect for the impact in the centre of the second to last image for some reason looks to me like it is an impact on ground instead of splashing water.
But that might just be me....
 
@Pieter Boelen It is a sieve, but it is an 'above the water line' one at that point and downflooding hasn't taken hold yet. You also might notice that the debris particles are rocks and wood as well. I am building all new particles and going to use a new pooler to manage them all, but for now I am sharing a lot of them to test how well the pooler works.
You are correct on the particle. It is the same 'dust' particle that is used for ground hits, we just haven't gotten around to tinting the base texture to match water yet.
 
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