• New Horizons on Maelstrom
    Maelstrom New Horizons


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Announcing New Horizons Remastered - Bringing our best work to Unity

Finally got chance to play it! loosing topsails in redmond harbour was quite the feeling. The music is wonderful to actually hear while sailing! fits the mood quite well-though I cant wait to hear more of those tracks in game as the situations they suit become playable. Everything looks so much better than in the storm engine, despite the age of the models. And what actually is higher poly *cough cough* Rossiya *cough cough* looks downright fantastic! General gameplay is very smooth- only bugs I noticed were either very minor demo ticks, or were present in POTC anyway :p I'll list them though, for thoroughness:

-I couldn't switch views with Tab either aboard ship or ashore.

-I think others have mentioned this, but the bow and stern chasers could fire at a semi-automatic rate.

- A few times while sailing, I noticed spray higher than it should be-almost as though the spars of the Rossiya had a wake through the air which would trail the occasional specs of water.

- Camera and movement was a bit different relative to stock potc. Sidestepping in fencing was something I used fairly often, and this system doesn't seem to allow for that-a and d turn the character instead. The camera doesn't automatically follow the direction of the character model as it did in potc, so this was more smooth for the camera-but may need accounting for in the fencing system.

-I got stuck on the head of the Rossiya xD and couldn't get back over the bulwark-so I went to the main menu and tried to start a new game. It would load and then go back to the main menu instead. Restarted the game and all was well. There were a few spaces were I got stuck due to the original level design-but could've got out if jumping was implemented. I love that once I'm off the path, I can go anywhere!

-Rossiya's lateen faces the wrong way relative to the wind :razz Also a few sails missing, but I reckon this is natural enough due to the early state of the demo. I noticed there were no splashes from missed shots, nor running rigging-but I reckon this is for the same reason.

Some side notes:

-The longboat and cutter aboard the rossiya look like great candidates to replace the equivalent stock models!

- A toggle button for making the UI invisible would help a lot for making pretty screenshots.

-This demo has my head spinning with all the ships and battles and tales that could be reborn! :dance

I'll post my screenshots once I figure out a new spot to host 'em.
 
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Thanks for the feedback, @Captain Armstrong! I'll try to address each of your points:

  1. There is no on-deck camera view yet, which is why you can't switch views. We'll add this later.
  2. I'll have another look at the cannon fire code for the chasers and see if that can be sorted out.
  3. I think the ocean system has a setting for the spray particles. We can adjust this if needed.
  4. The new camera movement is indeed not ideal for fencing yet. I'm thinking of adding a lock-on system like most RPGs have now so the camera and character will face an enemy, allowing you to sidestep properly. This will need a bit of work to set it up properly with the correct animations, so it may not be ready for several iterations.
  5. The colliders are very rough at the moment, so I'm not surprised you got stuck. :p I think @Captain Murphy has fixed the main menu bug, though.
  6. OK, so I kind of dumped the lateen in with the other sails while I was getting the yard turning to work. :wp There are missing sails because I need to extend the procedural sail system to allow non-right-angled triangles and gaff sails. Once that's done, they will be adapted to use cloth simulation instead of the current billowing effect.
  7. Good point, those boats (I think they were made by KrisWood?) would be good for more general use.
  8. Agreed, hiding the UI would be useful.
 
A note about using Itch.io for the deployments. This allows us to keep everyone on the same version MUCH easier than forcing downloads constantly. It will auto-patch as necessary when the itch client is opened. We REALLY encourage you to use the client.
 
Hey guys!

So excited to learn about this project and great work so far!

I'm not sure if I could be of help in any capacity but I'll just let you know that I might be interested if there's any use for me :)

Pros:
  • I've got a degree in Computer Science and am working as a software developer, so, I know a few software development principles and have at least a vague idea about how to write code that doesn't suck too much. It also means that I'm not entirely new to most tools of the trade like Visual Studio, Git, testing frameworks, design patterns, etc.
  • I've already dabbled around in Unity a bit and the engine's not totally new to me.
Cons:
  • I really don't have that much time I can guarantee I'd be able to spare for the project. There are a lot of things going on in my life right now and it's really hard to say how much I could effectively spend on this project
  • I have no idea if I'd be up to the task (but am willing to learn, of course!). It surely would also depend on what tasks I'd have to tackle. I mean, I feel confident enough to say that I probably could e.g. recreate most SNES games, concerning the programming part. Given enough time, that is. But when I think how I would tackle something like a proper 3d fencing system or a ship battle AI, I feel like I don't even have an idea about where to start and that this would be a monumental task for me.

No idea if you have any use for me, either now or in the future. But always feel free to ask!

Anyway, I wish you the best of luck and can't wait to see this project come to fruition! :)
 
Hello Guys!

Now have downloaded the demo and wow it looks great.
I have some little Question:
1. Did I understand right": That in this Project we can select between different storylines like in the ather New Horizon Mod?

2. When did you think can you release the full Mod?

Cu.
 
Has anyone had a chance to test the time compression?

Also, there is a x64 version uploaded on Itch.
 
WOW! Just wanted to congrats to all the crew for this awesome venture you mates started.
I would be really honored if some of my tracks could be part of the soundtrack too :napoleon
Anyway, can´t wait to keep trying the upcoming builds!
 
When you start the game there is a window that shows you all of the 'input' commands for the game. You can see at the bottom of the list a time compression set using the "+/-" keys on the number row. From there you can reassign them to whatever you want.
 
I DLed the X64 version but did not try time compression. The ships did some interesting physics stunts like flying and rolling in mid air, but eventually settled down and all went well after that.

My average gaming system is capped at 150fps and that was where it stayed during it all.
 
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