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New Horizons Remastered v0.1.1.21 Released

Discussion in 'PiratesAhoy! News' started by Armada, Sep 12, 2017.

  • by Armada, Sep 12, 2017 at 6:52 PM
  • Armada

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

    Joined:
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    Game Developer
    Location:
    Somerset, England
    [​IMG]

    A new version of New Horizons Remastered has just been released on Itch.io, bringing a few new features, improvements and fixes that add a bit of polish to the experience. Read on for the highlights!

    Dynamic Sky and Weather
    We've added the Tenkoku Dynamic Sky asset to the game, which produces spectacular skies and weather effects on the fly. It features a full day/night transition, which we've set to an accelerated rate for this build so you can experience the full cycle in a short time. A longer cycle will be introduced in the next release.

    [​IMG]

    As night falls, you will now see lanterns light up on land and on the ships.

    [​IMG]

    You'll also notice a few visual enhancements to the town scene, added by @RobinPC. The trees sway gently in the wind, and look far more natural than the original trees. Similar enhancements will be added to other scenes in future.

    [​IMG]

    HMS Indefatigable
    Players of the latest release of the PotC: New Horizons mod may already be familiar with this new ship. Recently built from scratch by @Martes, the Indefatigable is the new player ship, and a very deadly one at that. She's a razée frigate featuring 44 24-pounder broadside guns and four 12-pounder chase guns. She is the first custom ship to be released simultaneously for both the NH mod and NHR, and hopefully not the last!

    [​IMG]

    As a bonus, an original music track by @Tempesta has been added to the ship deck scene (which is also from the Indefatigable) for you to enjoy before you set sail.

    [​IMG]

    Dialogue System
    This build also features the Dialogue System for Unity asset, which now lets us implement conversations similarly to the NH mod. Rhys Bloom has been added to this release to showcase the basic features of this system, including the first part of his quest dialogue for you to try out. The quest itself has not been implemented yet, but it's on the cards for a future update.

    You'll see Rhys' face animate in some circumstances, which was made possible by replacing his normal head with the animated head model from PotC. This can be animated independently of the rest of the body, opening up plenty of opportunities for cutscenes and quest dialogue.

    [​IMG]

    Changelog Menu
    Although not the most exciting feature, you can now view a changelog directly from the Main Menu screen to see the complete list of changes in this build. Check back in future builds to keep up with the latest features and bug fixes.

    [​IMG]

    As always, we'd love to know what you think about the latest build. Please report any bugs on our Issue tracker as usual. Have fun! :dance
     
    Last edited: Sep 12, 2017
  • Categories: Uncategorized

Comments

Discussion in 'PiratesAhoy! News' started by Armada, Sep 12, 2017.

  1. Pieter Boelen
    If I understand correctly, use of the client is optional. :shrug
  2. Grey Roger
    Once again: whether posted here or somewhere else, suggestions for NHRM will be ignored at this time while the developers concentrate on getting the basic game going. You should concentrate on PoTC:NH for now.
    Pieter Boelen likes this.
  3. lucho1392
    Great job mates, gonna test it :D :napoleon:napoleon:napoleon
  4. lucho1392
    Blast it, its work in progress haha lets hope the full game will be up soon enough!
  5. con20or
    Any updates in the pipeline? I asked on itch.io and was directed back here - i thought it was the other way around :shrug
  6. Pieter Boelen
    I relayed the question to the team. :doff
    con20or likes this.
  7. GAZ Vodnik
    Come on, should New Horizons Remastered be cancelled one day, it will only lead to a huge loss of faith.
  8. Pieter Boelen
    Faith in what?

    As unfortunate as it is, if nobody is willing and able to do the work and can afford to spend the time required, it doesn't happen. :shrug
  9. GAZ Vodnik
    Indeed, but if already two projects failed, nobody is likely to believe that a third one will actually succeed, if one is started one day.
  10. Pieter Boelen
    I myself never believed the first one would ever get as far as it did.

    Fact is that game development is crazy difficult. Doing it at AAA level even harder.
    Doing it for free: very nearly impossible.
  11. GAZ Vodnik
    Who has talked about AAA?

    Tempest is far from AAA and still my favourite pirate game.

    And when not doing it for free, maybe with Kickstarter?
  12. Pieter Boelen
    That was the (always far too ambitious) goal of Hearts of Oak.

    This is actually the reason that @Captain Murphy and @Flannery started their more commercial game studio.

    But in the end, money doesn't make a game; people do.
    And that doesn't go only for game development; it goes for everything.
    If the people aren't there, or don't have time, or cannot work together, it won't work regardless of the amount of money.

    Maybe if there's a lot of money so people can quit their day jobs.
    But that requires a huge amount of advertising, which as far as I can tell, nobody here is willing to do.
  13. LarryHookins
    Indie games and those made by small independent studios don't often make much money, and sometimes the people in an independent studio still have outside day jobs or other sources of income or the company is relying on private funding or borrowing.

    Paid advertising and other forms of promotion are critically important. I saw a case where a game was doing very well until the company was acquired by a large publisher and the publisher wouldn't allow the game company to do its own promotion. After that everything went downhill twice as fast as it was going up.

    As an independent you either make a game as a labor of love, not expecting to make much money on it, or you use the entrepreneur model of creating something, getting a market, then selling it to someone who can expand the market.
    Pieter Boelen likes this.

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