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Hearts of Oak News Update

Discussion in 'PiratesAhoy! News' started by Armada, Oct 10, 2013.

  • by Armada, Oct 10, 2013 at 1:29 AM
  • Armada

    Armada Sea Dog Staff Member Administrator Project Manager 3D Artist Storm Modder

    Joined:
    Jun 11, 2010
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    Male
    Occupation:
    Game Design Student
    Location:
    Somerset, England
    Ahoy everyone!

    We have plenty of news to share with you regarding our latest project, Hearts of Oak: Conquest of the Seas, including some major announcements.

    Engine Changes and Collaboration

    It seems fair that we start with perhaps the most important announcement: we are no longer using the Unreal Development Kit for the project.
    This is because of a number of problems encountered by our programmers while trying to prototype some fundamental game systems,
    combined with the fact that the engine is not sufficiently 'future-proof', considering the project's expected development time of several years.

    In addition to this, we have joined forces with the development team behind the CryEngine-based project "Drake's Legacy".
    As both of our teams share the same ideals for an open-world seafaring game, we decided to combine our efforts and eventually merge both projects together.

    In light of this, we are now evaluating two alternative engines:
    Ogre3D - Combining this open-source engine with separate plug-ins gives us the potential to make a bespoke engine tailored to our needs.
    CryEngine (version 3.5) - The potential of this engine was demonstrated to us by the Drake's Legacy team, though it is currently plagued with bugs.

    Before we're able to commit to one of these engines, we will temporarily be using Crysis 1 (CryEngine 2) to test our assets in a game environment.
    Some of these tests are demonstrated by screenshots in the teaser trailer below, which also features original music, concept art and renders. Enjoy!



    Progress Update

    In other news, here is a run-down of the most notable assets we're currently producing. Follow the links for more info and images.

    WIP Ship Models (incl. nationality, type and launch date)
    Unknown Single-masted Sloop, early 1800s
    English Sixth Rate Sphynx, 1775
    English Bellona-class Third Rate, 1760
    French Hébé-class Frigate, late 1700s
    French Frigate Panthère, 1725
    Russian Kreyser-class Frigate Rossiya, 1728

    Completed Ship Models
    English Fourth Rate St Albans, 1737
    (shown in the trailer's CryEngine 2 screenshots)

    Misc 3D Models
    A variety of buildings, weapons and other smaller items to populate the game world
    See our Game World Content sub-forum for more details.

    Terrain
    Accurate representation of several Caribbean islands in progress

    Music
    Main theme in progress (preview in trailer above; full version here)

    More can be found over on our forum at www.piratesahoy.net/forums

    Recruitment Message

    We are currently in need of some more people who would like to help coordinate the project, especially those with a lot of time and dedication.
    This involves welcoming new members, allocating tasks and overseeing the development process.
    Good spelling and grammar are highly desirable, given the importance of communication this role entails.

    Considering our recent engine changes, we will now be looking for programmers with knowledge of either Ogre3D OR CryEngine.
    However, only ONE engine will be used for the final game, so please be aware of this when signing up.

    We are also seeking LOTS of 3D artists to help us produce the many assets needed to fill the game world.
    Whether you're interested in making small items, characters, buildings or ships, we need your help!
    Modelling experience is preferable, but those willing to learn in their own time are also welcome.

    Musicians willing to produce original tracks for the game are welcome, too, preferably with a fair amount of experience.

    For all of these roles, please remember that the project is NON-COMMERCIAL, so we are seeking VOLUNTEERS only.
    We need people who can dedicate themselves to the project, so please consider this carefully.
    If you wish to apply for any of these roles, please visit our recruitment forum and introduce yourself.
    All help will be greatly appreciated!

    Be sure to watch this space for future updates. Until then, fair winds to ye!

    [​IMG][​IMG][​IMG]
     
    *Swordar*, Gaijin, Flannery and 3 others like this.

Comments

Discussion in 'PiratesAhoy! News' started by Armada, Oct 10, 2013.

  1. MatthewThePirate
  2. Admirable Mike
    Wow! Great trailer. I go misty eyed and wanted to spend money. Good job. Now I only wish I had talent needed.
    I can write and have already signed up for that.
  3. con20or
    I just watched it - beautiful. Great to see you're still planning on improving sail control realism from previous games.

    Keep up the good work!
  4. agoria
    Please model some early/iberian ships... They look so much better !
  5. Bava
    That´s a matter of taste ;) As far as I know, first timeframe for ship models is the Seven Years War in the middle of the 18th century.
  6. Skyworm
    Now that looks very interesting so far!
  7. Coen
    Why not use the Unity engine? There's a very nice and helpful community behind it and it's really easy to use.

    Also as always I'm interested in making 3D assets for HOO, including ships but I don't have a lot of spare time because of my school and an upcoming internship. Currently working on a revamped version of my HMS Cheerful (Cutter).

    Imported it in Unity (see image)

    Also, i'm only an modeller, but even I could make some simple programming stuff in Unity. That's how easy it is.

    Attached Files:

    Captain Armstrong likes this.
  8. Armada
    The problem with Unity is that we would need to use the Pro version for the project, which requires a large license fee.
    We're trying to keep the game non-commercial, so this isn't really suitable.
  9. Coen
    Very true, but Unity Pro is comparatively cheaper then most engines though
  10. Killerjoy96
    Well you know what would be the best solution.. To ask Ubisoft if we can use their AnvilNext engine.. However I doubt they give it to us. :)

    So in my eyes it's best to build the engine ourselves since otherwise we will be restricted by the original creators.
  11. Pieter Boelen
    Uhm..... I don't think that is doable with the amount of people we've got. Not even close. :shock
  12. Killerjoy96
    Well I meant like we're doing now, but in my eyes if possible the Ogre3d rendering engine might get upgraded (or what i've seen just aren't the greatest modellers)
  13. modernknight1
    Nice trailer! Well done! Good music. The Long John Silver accent may be a little over the top for the Era of the game though...:cheeky MK
    Flannery, Armada and Malachias like this.
  14. Bismarck
    What a nice trailer! I can't wait to play a realistic sailing game.
    The move to Ogre3D would probably be the best course of actions, as open source projects can be tailored to the user's needs.
  15. basher1
    what about adding beat to quarters.and add drum sounds, clear for action lots of shouts and sounds of cannon wheels,
    open ports order, run out guns order and fire,also u could have sealed orders story. sorry not able to do creative work on game
  16. basher1
    carry spare masts and spars,ie as nelson lost his mast in h m s captain and re-rigged his ship at sea with his own spares and spars borrowed from other ships
  17. basher1
    the voice in the trailer sounded a bit like davy jones to me
  18. MatthewThePirate
    What I think would be fun is to have no loading screens/areas while on your ship at sea, so you can go into your cabin, the brigg, crew quarters, cargo, etc during sailing and time/ship wont freeze or pause during sailing like it does in the sea dogs/AOP games, but rather a realistic experience, so if I wanted I could sit in my cabin all day when sailing playing mini games with crew members such as cards to pass the time, I think that would be really good for those who play "iron man mode" or even during a battle and actually seeing what was going on outside real time through the windows and having the ship shake while inside and so on. The same said for towns, kind of like how they did in the fable games. minimal loading screens and a more "real time" experience.
  19. Shockwave
    News about engine was an expected one. This kind of game requires quite a specific engine with a lot of features which need a LOT OF R&D. So I think we'ill see the same message about CryEngine and OGRE in the nearest future.

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