Trending Games | World of Warcraft | Overwatch | Echo of Soul | Fallout 76

    Facebook Twitter YouTube YouTube.Gaming Discord
Quick Game Jump
Members:3,823,936 Users Online:0
Portalus Games | Official Site
MMORPG | Setting:Historical | Status:Final  (rel 01/22/08)  | Pub:Portalus Games
PVP:Yes | Distribution:Download | Retail Price:Free | Pay Type:Hybrid | Monthly Fee:Free
System Req: PC | ESRB:TOut of date info? Let us know!

New Ship Article & DevLogs

Posted by Richard Cox on Jun 26, 2004  | Comments

New Ship Article & DevLogs -

Several new updates have been added to the official Pirates of the Burning Sea site:

First of all, information about the Heavy Frigate has been posted:

Frigate. That single word conjures up scenes of adventure, daring sailors in heroic battles, fame, fortune, and glory in the imagination of anyone who loves the sea and those who sailed her vast expanses. The thought of becoming a frigate captain has driven young boys to ask they be found a position in one of the most brutal, starkly severe, and unforgiving professions ever devised by human kind. Many dreamed of one day walking the decks in searing heat, freezing cold, periods of unending boredom, and in fierce, bloody battles that would freeze the heart of lesser beings while in command of a frigate. More works of literature, fiction and factual, have been penned about this one class of ships than any other since the dawn of recorded history. What makes this class of ships so special? Why have writers from Samuel Pepys to C. S. Forrester, Alexander Kent, and Patrick O'Brian extolled the virtues of these ships and the officers and crews that sailed them?

You can read the full article about the Heavy Frigate here.

Next up check out this DevLog from Joe concerning Bug Fixing:

We are in a period of bug fixing for the end of this milestone, so that's what I've been doing. In the past 30 days I've resolved 60 bugs as Fixed. That's not counting the bugs that I closed as something other than Fixed (like the duplicates or things that we don't need to fix because of design changes) which added another 19. Other folks have similar numbers... the bug database has been busy.

There was a bug in the sound engine, another one in the UI glue, some dev work to deal with firing into boarding, some window resize bugs. The cannons had problems firing (and didn't report why), the glue had more problems, and I wrote a new server management tool. Batteries didn't deal well with gun destruction, the camera controls didn't update everything they needed to, and Misha wanted to buy a ship without having to shop for it (a feature I never missed that now I use for debugging all the time.) I added some combat debugging (and metric tracking) to help Augustus with tuning, fixed wave updating, and cleaned up crew allocation. The wind map editor saw a serious upgrade with port names, AI path viewing, current selection, reversing, etc. Fixed group inviting, which broke it in another way, then fixed it again. Fixed a crasher that happened at midnight.

Read the full DevLog by clicking here.

Augustus chimes in with a new DevLog about the Sailing Model:

Much of my life in the last Milestone was spent first speccing the new sailing model, then testing it, and finally tuning ships with it.

As it turns out, the third time's the charm. We started out with a sailing model that - while I thought it was incredibly simple - was still more complex than most pirate/naval games out there. But it proved to be too hard to tune properly, so we abandoned it. Then we prototyped a force-based sailing model that was rooted deeply in the arcane art of physics. After much experimentation and testing with this model, we decided that even this physics-based model was not giving us the results we wanted. As so often happens in programming, and especially game programming, we weren't able to take enough factors into consideration with our physics model, so we weren't getting results that matched our expectations. The problem was that we had a small set of controls that then cascaded into physics-based behaviors, and adjusting those controls to get the specific performance characteristics we wanted was a nightmare.

Click here to read the full DevLog.

Robespierre gives us a rather unusual DevLog by recounting the tale of recently wrecking his Porsche at the racetrack, complete with pictures and his X-ray:

This is one of those sneaky non-game devlogs. Sorry about that, but I don't have in-game news to provide at the moment. A big reason for that is my misadventure on May 25th.

The short form is, while at the racetrack I put my car into the wall at turn 9, destroying the car. My body suffered the comparatively minor injury of a plateau tibia fracture, which is a close-to-the-knee break.

Here are some pictures of my poor, heroic car which protected me pretty well. The front-right corner hit first at about 65, a glancing blow which removed a tire, and I slid diagonally across the track. The second wall felt relatively gentle when it hit the left rear, but as you can see from the displaced rear bumper, it was a good hit too. The frame is trashed. The cockpit was intact -- good job, Dr. Porsche!
Read the whole story here, and click here to visit the official PotBS Website.

Avg. User Rating: 7.5
(364 Votes)