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Puddle Pirates - Single Player RPG

Captain Murphy

Actually a Captain
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Hey mates! I am tinkering with a little side thing lately where I am trying to only use assets that I own, directly without any modifications to them for the most part. So far I have weather, water, and an RPG kit that I have tossed together with a low poly pirate asset pack and have been able to get a decent little game running out of it. I think with a bit of extending it will be functional similar to PotC in short order. I'll toss up a few screenshots and show some of the systems real quick.

Starting off, it has the usual options. Class, race, sub-race, skills, traits, attributes, etc. Essentially all buckets that you can adjust, rename, add on to.
upload_2018-5-4_13-1-16.png


Starting the game:
I start the player at the dock, they have no gold, a single compass (broken), and a quest item telling them to go sell it. As you can see, it has some of the basics like toolbar, minimap, quest tracking, char control, health/mana, UI, etc. It is pretty functional. I will dig further into it later, but suffice to say, I can make a functional RPG pretty fast.


In the inventory we have an item:
upload_2018-5-4_13-3-33.png


Meeting our first Vendor.
upload_2018-5-4_12-59-4.png


On the dialog, we can have it see if the character has a quest going, and shift the dialog to that before the store.
upload_2018-5-4_12-59-39.png


As a reward for being so bright and finishing a quest, we got some gold and some exp! Cheapskate only gave me 5 gold for the compass.
upload_2018-5-4_13-4-18.png


Time to use that exp and skill bump.
Well what is this? We have an attribute point to spend too!
upload_2018-5-4_13-4-59.png


Guess we also know about sailing too.
upload_2018-5-4_13-5-47.png


Since we have some gold in our pocket, let's see what else the vendor has.
upload_2018-5-4_14-0-52.png

Well, I'll be! He can teach us sailing!
upload_2018-5-4_14-1-16.png


Let's see if he can teach us more!
upload_2018-5-4_14-1-33.png

Guess not, I am just THAT good!

upload_2018-5-4_14-2-13.png

Wandering through town I found a compass! Lets see what it does...

upload_2018-5-4_14-3-35.png

I picked it up and it appeared on my belt... check it out.

To be continued....
 
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Starting to rework the UI and pull in another one of the assets I have.
upload_2018-5-6_23-7-32.png

Main UI has a new skill bar and XP bar. The buttons are wired into the other panels to enable/disable them. The minimap panel is reworked with a coming feature to show what world location you are in.

upload_2018-5-6_23-8-47.png

Inventory panel is reworked.

upload_2018-5-6_23-9-42.png

Character panel is also reworked. It has the ability to apply the outstanding attribute points a character may have earned.
upload_2018-5-6_23-21-9.png

That is all the further I got over the weekend. Just FYI, all of the fields on the character are tied to real items, so there are that many possible character accessory slots.
 
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Got character portraits to work from a live camera on the player.
upload_2018-5-7_13-1-9.png
 
Our deckhand Frank just woke up and found himself on an island.
Screenshot-2018-05-07_16-39-50.png


Wonder if I can swim away?.... Nope, don't think I want to try that.
Screenshot-2018-05-07_16-39-23.png


Uh oh, looks like a ship wrecked nearby... maybe there are some survivors!
Screenshot-2018-05-07_16-40-04.png


Hmm, guess not... Wonder what is over in those trees near the middle?
Screenshot-2018-05-07_16-40-19.png


Hmm, looks like something valuable might be in there... guess I should look for a key nearby.
Screenshot-2018-05-07_16-40-36.png

No key yet, but I did find an old sword.
Screenshot-2018-05-07_16-54-19.png


Lets buckle it on and see how much damage we can do now...
Screenshot-2018-05-07_16-55-08.png


Well, it is better than nothing I guess!
 
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So we decided on a working title - "Puddle Pirates" since we are going to be putting in some bits of whimsical and lore based pirate items. It also semi-fits the aesthetic of the low poly look.

Frank is continuing his adventure. We left off with finding a cheap sword... Guess we should put it to use!
Screenshot-2018-05-09_10-14-11.png


Well crap, that didn't work out so well...
Screenshot-2018-05-09_10-09-27.png


Whew, only ended up waking back up nearby.
Screenshot-2018-05-09_10-14-53.png

Oh look some rum!

Lets try that again...
Screenshot-2018-05-09_11-25-27.png

That seemed to go a LOT better.

Wonder what the sword does to the trees?
Screenshot-2018-05-09_10-15-39.png

Well I'll be, it can turn them into logs!

Guess I should see what I can build to get out of here.
Screenshot-2018-05-09_10-11-11.png

Ah ha! A raft!

Well, now what.
Screenshot-2018-05-09_11-15-48.png

Hot diggity, let's get out of here!

But, not before watching the sunset!
Screenshot-2018-05-08_16-40-06.png


Ok, now we can leave...
 
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itch.io

You should be able to get to the download with the password 'piratesahoy'.
 
I installed and tried it: Looks promising, but my 11-year old laptop has a hard time keeping up.
 
I tried it and it worked very well. Very promising. I liked what I saw already at this early stage and am going to keep following.
 
I have started on a chain of quests for the player to complete and get off of the starting island. This will serve as the tutorial level of the game and get them to complete most of the main tasks of the game before getting into the 'real world'.

To being, the player finds a single NPC on the island surround by boxes of stuff from the wreckage.
Exclamation shows he has a quest available to complete. It changes to question marks while in progress (dulled) and a bright one when ready to complete.
Screenshot-2018-05-14_08-17-12.png


Screenshot-2018-05-14_08-16-50.png

The first task is to gather wood for a new boat. The NPC gives the player a task, two items (one that gives a level in lumberjack, one is an axe to help harvest), and the quest to return with 10 logs.

Screenshot-2018-05-13_13-16-08.png


Once complete, the NPC spawns in the boat that is going to be used to escape, but, you aren't done yet!
Screenshot-2018-05-14_08-14-31.png

We aren't done yet, next we will get into scavenging, combat, and crafting.
 
I have pushed a new version up with some new items, an expanded quest from the Gunner, and been trying to work out the combat code to (probably) rewrite it. It is just clunky as hell right now. Only way I can get it to hit the sharks is if I use the Shift+attack, otherwise it is missing constantly.
 
I took a bit of time last night to rebuild the project for 32bit in addition to the existing 64 bit. There is also an OSX build available too! Now, I have no idea if it works, as I don't have a Mac, so if someone wants to give it a run through, I would appreciate it. I also put the link to the game in my sig so it is easier to find.
 
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