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Pirates: multiplayer-combat-game

DIFTOW

Landlubber
First would like to say that anyone who understands tall ships, please contact me because I'm dealing with making a custom galleon, and I'm trying to make sure this custom ship has the proper rigging systems of this timespan, 1680s-1730s.

I'm also desperately in need of a reliable coder who has a passion for this type of game. I'm a 3D artist, no code experience. I've had to rely on very unreliable people in the past and its made development difficult.

Project Title:

Pirates

IndieDB Page
Pirates Windows, Mac, Linux, VR, Android, AndroidConsole, XONE, PS4, WiiU game
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Description:
Pirates is a multiplayer combat-sim themed in the 18th century Caribbean.
You are placed in the role of a pirate and will find yourself battling other pacts,competing for precious booty,
and working together to pillage and plunder ports and villages. Your arsenal options consist of melee, ranged, and explosives.

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Features
  • Multiplayer combat FPS/TPS
  • Dedicated server support. Up to 64 players supported.
  • 2 teams (pirate factions).
  • Colour coded with separate themes (flags and symbols)
  • Customisable pirate player.
    There are no static classes. You may create your own;
    Decide the balance of abilities and the look of your pirate.
    13 full presets (5 starting; 7 unlockables)
  • Melee combat (4 directional parry system)
    Swords, axes, and more; unlockable weapons.
    Ranged combat and Explosives
    Matchlock, Flintlock, Percussion, Crossbow, Bow
    Grenade launcher, Grenades, and more.
  • 3 Tier market w/ weapon mods.
    Upgrade to a higher tier musket, add a bayonet or an axe to it.
    Mod a pistol into the hilt of your cutlass.
  • Unlockables & achievements
  • 9 gamemodes to accompany the combat system
    (Sea battles, Tomb raiding, Pillaging, Booty hunt, etc)
    Objective, versus and cooperative.
    Sea battle campaign features RTS + FPS/TPS mixed. A player on each team commands the ship, while the others man the cannons or snipe. Sink the enemy ship or board and fight.[/*]
  • Large variety of maps with unique objectives
  • Steam Integration
  • Voice/Taunt system, variety to choose from.
    Each full preset has its own voice library; 7 are unlockables.
  • Humour and comedic gore
  • Custom Map and Mod Support
  • Multiple OS: Windows, Mac, and Linux
  • Full use of DX11 & Maxwell architecture features and optimisations.
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Updated Musket Effect
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Design Document:
Design Document | Miriscus

Contact:
Skype: DIFTOW
Phone: 954 470 6628

Additional Media:
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Last edited:
@DIFTOW, thanks for posting this. The game concept is very cool, and the artwork looks great so far. :onya
Which engine are you using, by the way? There are some Unity watermarks on some renders, but your IndieDB page says Unreal 4.

Just so everyone is aware, Chris and I had a discussion about this game yesterday and I suggested that he post about it here.
He's taking a similar attitude towards historical accuracy as we are with Hearts of Oak, which is also why he would like some advice on modelling a more realistic ship.
 
@DIFTOWThere are some Unity watermarks on some renders, but your IndieDB page says Unreal 4.

The project was on Unity early on, before switching to UE4.

Main reasons I switched:
-Royalty fee had dropped from 25% on UDK to 5% on UE4 (Unity's licensing model was out of touch)
-Coding was C++ now, not Unreal Script
-Source code was exposed
-I thought Epic came across as more genuine as well, my opinion of course.
 
Are there any spare coders here on PiratesAhoy! that anyone knows of that would be interested in helping me with my project?
 
Are there any spare coders here on PiratesAhoy! that anyone knows of that would be interested in helping me with my project?
Spare coders??? We don't have enough as it is! :rofl

If you truly want more asisstance, your best bet would probably be to join with another project that is compatible with yours.
@Captain Murphy's Letters of Marque springs to mind. Or otherwise Blackwake.
 
Spare coders??? We don't have enough as it is! :rofl

If you truly want more asisstance, your best bet would probably be to join with another project that is compatible with yours.
@Captain Murphy's Letters of Marque springs to mind. Or otherwise Blackwake.

I only need one coder. I'm just trying to have an alpha/beta demo put together.

So far I've dealt with people who couldn't even manage walking demos.

Those games are not compatible with mine, they are open-world sailing games.

I'm making an arena based game. CSS, TF2, UT, Quake.

Plus I already spoke with the Blackwake dev a long time ago, and he said no.
 
I only need one coder. I'm just trying to have an alpha/beta demo put together.

So far I've dealt with people who couldn't even manage walking demos.

Those games are not compatible with mine, they are open-world sailing games.

I'm making an arena based game. CSS, TF2, UT, Quake.

Plus I already spoke with the Blackwake dev a long time ago, and he said no.
Welcome to the world of coders. You get lots of them saying they are skilled, but very few actually are. We always did the 'campfire' test for new coders that was a simple task of making a controlled character (even if it was just a capsule) with a campfire in a scene that allowed a health variable to go up when they got near, and go down if they got too close. It weeded out about 99% of the applicants that had 0 coding experience. It wasn't that we didn't want to teach/help anyone because we were always open to help them make that project but we just needed to weed out the ones that didn't even want to do the work.

Our game is MOBA/ARTS based, just not walking around the ship and instead are controlling the ship from an overall perspective.
 
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