Do you aim to have greater character customization? Being able to change clothes or hats without having to switch to a different character model?
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As for mechanics:I just want to point out that there is no use in reporting anything regarding thoughts on the current graphics or looks. That is not the focus atm, and wont be until later in the development.
Tuning such things is never the focus while in such a stage of development. Any real wish for beautification can be held off til we ask for it
The current focus is ONLY mechanics, and working on the assets/locations
Is this a compatibility problem?Wonderful news, I have a problem though. After unzippping the archive and trying to run the exe file, it says this application won't run on my computer and I should contact the software publisher (I have win 10)
This is still a very basic version.Is all the story line from POTC & NEW HORIZON included in it? Or any new? I had read the details but little confused. And full version?
First step is to replicate PotC functionality.Do you aim to have greater character customization? Being able to change clothes or hats without having to switch to a different character model?
My brother noted the same two things.As for mechanics:
- Not being able to jump in 2017 is dull
- Ship speed?!?!?! How does it take 5 minutes to get out there? (Sure sure, "realism" and stuff, but it's unfun with current ship speeds)
Thanks, it was failed download's fault.Is this a compatibility problem?
If so, try using the following method:
Right click on the Program
Click on Properties
Click on Compatibility tab
Select Run this program in compatibility mode and select Windows Vista or whatever operating system the program was running successfully.
Jumping wouldn't serve any purpose in the current locations, since they weren't designed for it. Unless we want to include platforming, I don't really see a point to including jumping, but that's not to say it won't be included eventually.As for mechanics:
- Not being able to jump in 2017 is dull
- Ship speed?!?!?! How does it take 5 minutes to get out there? (Sure sure, "realism" and stuff, but it's unfun with current ship speeds)
F3 is the button to travel somewhere in the hotbar. We mimicked the PotC controls for now until we can rewire them a bit better.I tried the demo and it is pretty good for a start!
It seems to be locked at 60fps, which is fine for now. It does look smooth enough.
There is one thing that POTC is very good at and that is how the characters go up and down stairs. Most AAA games aren't very good there at all and POTC really shines there. How hard would it be to add that animation?
For some reason I could not get onto the ship. I could walk to the end of the pier and the icon would appear but no button I tried did anything. It has been a long time since I played and I might have simply forgotten which button it is.
The music is pretty loud in my system.
Just so you know, thanks to @Jack Rackham, PotC does now accept the Spacebar for such reloads too.F3 is the button to travel somewhere in the hotbar. We mimicked the PotC controls for now until we can rewire them a bit better.
Very, VERY wise.I'll be real blunt here, ANY mechanic that does not strictly exist in the current game design for PotC and NH will not be added to the initial build of the game. No jumping, no climbing, no swimming, no uber-awesome-feature-that-will-make-the-game-great, etc. We are NOT repeating HoO and the massive scope creep that plagued the project.
Just to clarify:We are coming to a point that we need to decide if we are going to go open or closed source on the project and I can see advantages and disadvantages to both routes. Any discussion on that?
Bonus thought:I'll be real blunt here, ANY mechanic that does not strictly exist in the current game design for PotC and NH will not be added to the initial build of the game. No jumping, no climbing, no swimming, no uber-awesome-feature-that-will-make-the-game-great, etc. We are NOT repeating HoO and the massive scope creep that plagued the project.
This sounds wise. I would be totally happy to be able to play the "original" New Horizon in a more modern shape, nothing else, nothing more. And if I see it right, then the new engine is capable to improve things later on. And if I look to the development of New Horizons - well, there aren´t many teams out there, who worked for such a long time on a mod than the New Horizon team. I am totally trustful, that this new project will become the most exiting naval game ever! Keep it on, guys, it´s simply awesome since years!I'll be real blunt here, ANY mechanic that does not strictly exist in the current game design for PotC and NH will not be added to the initial build of the game. No jumping, no climbing, no swimming, no uber-awesome-feature-that-will-make-the-game-great, etc. We are NOT repeating HoO and the massive scope creep that plagued the project. Until this is at 1.0 with all of the base locations, base quest mechanics, and base combat mechanics we will not be putting anything on the board that does not currently have a place in the original games.
The location where the player is loaded should be the spot where you can reload to sea.Well, another thing, stuff works and, graphics are sharp, game runs smoothly, but I can't seem to get any option to board a ship at any pier (no icons).
Good questions, I'll clarify what I mean with open and closed source and try to outline their advantages (A) /disadvantages (and risks) (D/R).Just to clarify:
- "Closed source" does not necessarily mean "commercial/pay-to-play", right?
- To what extent can "closed source" still be moddable by anyone? And how much complexity does modding support add to the development?
- Switching TO "closed source" is an easy thing to do, right? But I imagine going back to "open source" would be far more difficult, if not impossible.
- What would be the main advantages/disadvantages of both scenarios?
Is that correct?
Just an idea:
Maybe it is an option to remain "open source" for a period of time, to get more people actively involved in development.
Then if that seems to work out, the game can remain "open source" for the foreseeable future.
But if I understand correctly, going "closed source" allows using more pre-made assets, which could speed up development.
So if "open source" development is too slow, then a (mostly irreversible) decision can be made to go to "closed source".
Hopefully that "open source" period would establish a team of people who are willing to work together to so what needs to be done.
Those actively contributing people can be the ones who maintain access to the "closed source", while other people would end up being "locked out".
To make this more specific, perhaps it would be worthwhile to set milestones with accompanying dates.
For example:
v0.1 to include AI for the enemy ship and ships sinking - To be ready by 30 Sep 2017
v0.2 to include a second Sailing Mode island and a WorldMap linking the two - To be ready by 31 Oct 2017
v0.3 to include some measure of dialog system - To be ready by 30 Nov 2017
v0.4 to include some measure of quest system - To be ready by 31 Dec 2017
Maybe even define TWO sets of milestones:
One set (#1) that can be accomplished with the current development team and another that relies on extra people (#2).
Count every time the deadline for #2 is not reached because the needed external support did not materialize.
If #2 is not met 10 times in a row, decide to go to "closed source".
If the above is defined well in advance and known in public,
hopefully that gives an incentive for people to focus primarily on that set plan.
Especially this early in development, it is very important to do what needs doing and get all the base functionality working.
Once all that is in place, people could start working on "what they feel like". But not before.
Bonus thought:
I imagine the ideal situation would be for a small team to focus on replicating the current game design for PotC and NH.
But I imagine that if somebody else decides to try something out of scope and manages to do that, it can be included too.
So we don't necessarily rule out "uber-awesome-feature-that-will-make-the-game-great", but their inclusion would be conditional on the person suggesting it finding somebody to actually make it happen.
That "somebody" would, by definition, NOT be somebody on the "small base team".
The responsibility for the inclusion of bonus features therefore lies on the person suggesting them and NOT the development team.
Would that sound reasonable?
That input problem sounds familiar. Did you have that problem playing an old HoO build, or possibly the NH mod?
As for the cannons, does that only apply to the bow chasers, or all sides?