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Old 05-11-10, 05:23 PM   #16
Sonarman
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Very nice Sung, can't wait to see how it develops!
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Old 05-12-10, 07:35 PM   #17
Deamon
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Ok Sung, i gave it a try and i must say that i like it. The trading aspect is very interesting and somewhat addictive. I think the game concept have a pretty good potential if you elaborate it. Looks like you guys made a good start. I just hope it will not be one of the many projects that you have buried so quick.
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Old 05-13-10, 03:43 AM   #18
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Thanks alot for the nice words.

I'm very hopfully to finish that project, because my teammate is very ambitious. The only problem for me is to have enough time to make all the gfx and sounds.

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Old 05-21-10, 08:48 AM   #19
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A video is online
http://www.blitzforum.de/worklogs/344/

Ahoy
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Old 05-21-10, 11:01 AM   #20
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Very neat Sung!

I like the archipelagos type of world, kinda reminds me on carrier command and zeewolf, a world of islands. This is a very good design decission and the random generation adds to the replayability a big time. Adding variabiliy to port layouts was an obvious and neccesary improvement that will round up the environment perfectly.

Conquering archipelagos type of worlds is always outmost entertaining.

Here are some of my suggestion that i think would
add more dimensions to the game and make it very successfull:

Quote:
1. In a later upgrade I would suggest to add some small villages around or apart from the port. The size of the port and village could be an indicator for the economy development and business opportunities in this location.

2. Add some visible indicators about what goods the port or village provides. For example if a port provides crop, then there should be crop fields around the port and village. If a port provides suggar then there should be suggar fields around it and so forth.

If a village produces weapons then there could be a weapon smithy or when s city provides canons then there could be a iron foundry next to the port or village.

This would allow you to estimate roughly what goods a port provide or need, while you sail by it, sort of like in settlers.

Also, i think an important feature would be to add a log book for trading where, whenever you dock to a port the goods offers/needs and prices would be loged so that you can later look it up when you are in another port checking for business oportunities. But avoid magic log books that tells you everything in real time!

3. Another great improvement would be to split the map into climate zones, so that around the equator you would have deserts, savannahs, jungles and primeval forests, while in the moderate zones you have leave and some conifer forests and further north/south only conifer forrest and the landscape is covered in snow and the upper and lower boarder of the map could be covered in ice.

The climate zone could also have an impact to what goods a port provides( obviously crop couldn't grow in the tundra ). So the climate zone could be another clue to what goods are need where.
I am wondering how you want to tacle combat and piracy ?

When do you think will a save game feature be available ?

That i give you so much positive feedback means something cause you know how relentless i am when it comes down to judging games.
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Old 05-21-10, 12:18 PM   #21
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Uhh Deamon,
a very good critc and a lot of good ideas. Thanks for it!

The trade part comes to an end in programming. We will include a logbook where you see the best trades and routes and also the ships you have captured...
The next part to work on is the fighting part, because Pirates Empire will be a Pirates Game. And we will bring some luck aspects into the game. Like hunting treasure maps and discovering ancient cultures.
Your idea to make some houses and manufacturs around the harbours is very nice. We will do this also.

Stay on for the next demo version to test it

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Old 05-21-10, 12:46 PM   #22
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Looking forward to the next demo!

I like your ideas also, but think about the climate zone thingy cause beside the impact on the trading it also would add greatly to the immersion and eyecandy.
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Old 05-27-10, 12:08 AM   #23
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Ahoy!
Some new screenshots.
Wie finish the harbour and the fighting panel.




hope you like it



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Last edited by Sung; 07-26-10 at 05:54 AM.
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Old 05-27-10, 09:04 AM   #24
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Good good, is there a save game option yet ?
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Old 05-27-10, 01:03 PM   #25
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Not now. Today we are working on the code for fighting, canonballs and ballistic, watersplash and such things.
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Old 05-29-10, 02:10 AM   #26
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We start to work on the fighting part.
First Step - The Canons
Here is a short video (without eye candy)


cya
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