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A Sky-Pirates life

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             "Every normal man must be tempted, at times, to spit on his hands, hoist the black flag, and begin slitting throats." - H.L. Mencken *PGS team recognizes the right of women to hoist flags and slit throats     Hoy all! Today we are going to break down some basics of the game; a sky-pirates life! We have laid out three broadly defined stages of a characters career. These are not hard definitions but more like guidelines to think about when you think about what you as a player wish to achieve and have the time to dedicate to.      Sky-pirate - Players will begin their first character as a newly reanimated person on a ship. A tutorial will take them through the basics, then will deposit them at a pirate haven.       From there the pirate will work jobbing on various ships, shops, or sailing with the navy. Ideally they will also join a crew and participate in events and tournaments. Though none of this will be required, pirates can play games as much or as little as t

The Merit System

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Ahoy all!      We're hard at work on the Airbags project, things are progressing smoothly. The sword-fighting puzzle is entering the stage where we`re testing for multi-player functionality (no betas yet!). The best news is that a lot of the sword-fighting puzzle will be able to be reused for sailing. i.e; Two connected pieces drop from the top, rotate around each other, and you lose if you block the top spot.     Carpentry has been a slough, personnel issues have slowed down its progress, but it's still well within our estimations for completion. Bilging is progressing well and I hope to complete it and add it to the ship by the end of October.       The main subject of this is a new system we are hoping to develop for the game, and maybe for every MMORPG.  The Merit system! (*trumpet doots*)      What is the merit system? Well it's a representation of your characters reputation, accolades, experience and skill in the game. It allows you to interact with each other, groups

Code twice, publish once

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  (o ur neat new typeface!) Ahoy all!     Been a spell since I had the time to come back up for a post. Between art, coordinating the team, and restarting my bilge puzzle I`ve been busy. Quick updates: We`re up to five on the team, all of us pursuing the dream that is remaking a game we`ve all loved. We`re making good progress on the basics; gunning, carpentry, bilge and sword-fighting are all underway. As you can see above we have decided on a typeface we`ll be using for titles etc. I hope to make some art with it for all those lovely reinforced messages like:  Okay, that last one isn`t in YPP, but I`ll be damned if is not going to feature in ours!     Me myself I`ve restarted my bilge project. Already I`m 1/3 the way through the tutorials and a lot of it I can straight up skip. Its been worth it as decoding my first try would have taken many more months of time and wouldn`t have been as good. I`m also laying the foundations for the UI elements, sounds, music and look so all the puzzl

Developing the world: Shards

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The world as we know it is gone, exploded in some grand catastrophe. Shattered into something unrecognizable. Artifacts of the old world can still be found in old ruins and buried in the rocks of large islands. How people survived, and possibly the reason for the catastrophe are one in the same. The world of Airbags will be one of floating islands, seas of clouds and flying creatures. Skywhales and Storm-Krackens. Nevermind all the fly-crabs! Islands are suspended by a force generated from blue/white crystals known as Shards. Here I`ll lay out how shards work and how they`ll impact players lives.  * Shards are the basis of all practical flight. Lighter than air gasses are hard to come by, and engines powerful enough for aircraft are unheard of (currently). A shard is a crystal of varying size, it generates an ability to resist and rise against gravity. More importantly it also creates a field to do this with all materials in a certain radius, the radius increasing with the size of the

Excited and terrified!

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 Ahoy all!              The team is both excited and terrified by this project. Even better we have been joined by another developer. He will be mainly handling the carpentry puzzle, and we`re making changes to that as well. Nothing major, it was solid, but prone to repetition. Our version will be more random as we plan to develop a script to generate the holes to be filled.      Progress on the environment     The first pirate island and tavern outside are well on their way after the redesign: You may be wondering ' Are those cannons in the side of the tavern?'  Yes. Those are cannons.  ' Can I shoot them!?'  Yes. Yes you can.  We will be hooking up some of the pirate puzzles like gunnery and targeting to them. Also there will be a high-scoring function. Set the daily, weekly or all time high scores and add carve your name into the wall! But that's not all. The inside of the tavern: Before first texture pass: After first texture pass: Current design has the tables

The tale thus far

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Dev Blog -         Hello everyone, its been a spell since I last updated the community on the progress. A lot has been happening, in regards to myself, it's been rough. The wife passed and sapped most my energy and motivation, been going through some things. Still that hasn`t stopped the project we at Potential Games studio have given the codename: Airbags. (Its a working title). Progress so far:     Steampunk Airship Pirates - in 3D! We have converted to a 3D model. The isometric was proving difficult and time consuming, both Russ and myself have more experience in 3D and we`re working on low poly and simple textures so any phone or computer should be able to handle them. This will also allow us to do a 2.5D experience with several of the puzzles, where much of it is in 2D with some 3D elements added in. Some samples of our 3D work:     The steampunk elements will be present, though not nearly as heavy handed as traditional Victorian steampunk style. It will be added to a golden