Author Topic: Pirates Glory  (Read 2208 times)

Offline Murzim

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Pirates Glory
« on: November 02, 2009, 05:54:40 AM »


Pirates Glory is now at Version 0.6! Some of you may remember the game when it took place into a constest here.

Here is a brief description:

    * Unique Hybrid Strategy game, Real Time + Turns
    * Unique protection/engagement system
    * Voodoo Curses - Unique special actions system
    * Everlasting game - There is always time to catch up the older players

    * Travel between 21 ports in a unique map.
    * Choose your nationality and carry the word of your country.
    * Gain influence in each port and assume control of it.
    * Gain gold and fame. Become the most notorious pirate.

     *Governors daughter Romance
    * Trade up to 7 different materials in an active trade environment where prices change based on produce and demand.
    * Create Trade routes and become rich.

    * Build up to 18 different ship types, based on real data on how ships used to be in the age of Pirates.
    * Upgrade each ship, raise levels, hire crew, buy cannons and choose among 6 attributes to improve.
    * Attack your enemies and plunder their gold and cargo. Sink their ships or grab them for your own use.
    * Engage against both real or pc generated player (NPC fleets).

    * Forge alliances with other pirates.
    * Go to the Tavern and catch the latest Gossip in port or the game.
    * Many statistics to monitor your progress

Features Under Development:
    * Country Titles
    * Treasure Hunt
    * Country Missions


Screenshots: http://www.piratesglory.com/images/screenshots/

Site url: http://www.piratesglory.com/
« Last Edit: March 10, 2012, 01:36:11 PM by Murzim »

Offline jannesiera

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Re: Pirates Glory
« Reply #1 on: November 02, 2009, 07:26:45 AM »
Glad to see your game is going well  :).

Offline saljutin

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Re: Pirates Glory
« Reply #2 on: November 02, 2009, 12:35:46 PM »
one quick feedback about main page

I like when you gave us link to screenshots, but you should have that on your page too, as well as this brief description you gave us here. i am sure that would encourage more visitors to register

Offline Harkins

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Re: Pirates Glory
« Reply #3 on: November 02, 2009, 03:57:38 PM »
Signup is a little annoying -- when I start, it asked me three apparently permanent questions that I have no idea how to answer: class, headquarters location, and nationality. I have no idea what the difference between the ships are, what the specialties are, why I'd want to be in a particlar place or of a particular nationality. Taking a few shots in the dark is a frustrating way to start. And after you choose, the only option is to go to the account manager. Wouldn't nearly everyone want to play?

In any case, I'm poking around the game and it looks pretty fun. I think danger rating is an interesting mechanic to reduce farming.

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Offline Murzim

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Re: Pirates Glory
« Reply #4 on: November 03, 2009, 02:36:45 AM »
Truth is that I am still working on some mechanics so some things are intentionally left behind. Once I am done with voodoo curses I am currently developing, I will improve main page, both public and private.

Thanks for the feedback, it is appreciated :)

Offline Harkins

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Re: Pirates Glory
« Reply #5 on: November 03, 2009, 10:53:43 AM »
I think the next thing you should work on is player interaction -- right now the only way players interact is to see each other on the leaderboard and maybe to attack (I don't count defending, because it's automatic, you just find out if and how much you lost, there's no decisions so I don't count it as gameplay).

I mean both things like out-of-game chat/forum and game mechanics like seeing who else has been building up a port or taking guys, or the death curse the tutorial mentioned, or any other things. You've got a solid start to a game and congratulations for that, but it's interacting with other players that really hooks people long-term.

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Offline Nox

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Re: Pirates Glory
« Reply #6 on: November 03, 2009, 11:59:52 AM »
What caught my attention was imbalance between graphics. If we take the homepage for instance... the photo of a ship is very nice, but the login block is ...em...not nice... and text barely readable, the same for the version box. Other linked pages do not use stretching background, which is I think better since on widescreens the ship is distorted and pretty blurred.

Register page - the pirate picture seems more or less matching with ingame graphics, not that much with login box style, but I'd rather change the box. Border of box and styling do not match with theme.

Don't forget margins and paddings

The game seems fine but from my point of view there's a room for graphics/design improvement
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Offline Murzim

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Re: Pirates Glory
« Reply #7 on: November 03, 2009, 05:22:27 PM »
You don't like the login box ? I fixed a bit the links to appear better but the login box I think its nice.

You were right about the other boxes, I altered them a bit.

I intend to change the index ship image with a cartoon in the future. This way inside graphics will be much similar with outside.

Offline jannesiera

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Re: Pirates Glory
« Reply #8 on: November 04, 2009, 02:28:51 AM »
You don't like the login box ? I fixed a bit the links to appear better but the login box I think its nice.


It would be good if you made the login box bigger.

Offline Nox

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Re: Pirates Glory
« Reply #9 on: November 04, 2009, 04:41:46 AM »
I don't like the underlaying image, content is too close to the edge (yet on the other side is more space) and links now not really readable
Submit could be designed as well

I'm also afraid if you intend to have the image of ship fit to window then you would have to use png, gif edges are not nice as you can see
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Offline Chris

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Re: Pirates Glory
« Reply #10 on: November 04, 2009, 06:15:28 AM »
I'm also afraid if you intend to have the image of ship fit to window then you would have to use png, gif edges are not nice as you can see
When we are at it, your toplist do not accept png files as valid banner extension :)

Quote
* If you lose everything, you can still start your way up afresh by working as a porter.
I would remove this from the list of features, it does not sound exciting at all. By the way, if you lose all you should start with a smallest ship.

Quote
* Choose your nationality and carry the word of your country.
I have a trouble with this one, if I want to be a pirate I want to be a pirate and not be a dog of some country. You know, open sea, freedom, fat merchants to steal from, treasure hunt, booze in port and cherry company of fellow pirates. But it might be just me :)

Quote
* Create Trade routes
As above, but I already posted extensively about it last time, so just to remind that I still loathe to be a merchant in a pirate game :)

Quote
* Upgrade each ship, raise levels, hire crew, buy cannons and choose among 6 attributes to improve.
Change attributes to parameters and levels to something else (it sounds too much like an RPG character not a ship).

Offline Murzim

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Re: Pirates Glory
« Reply #11 on: November 04, 2009, 07:23:38 AM »
I'm also afraid if you intend to have the image of ship fit to window then you would have to use png, gif edges are not nice as you can see
When we are at it, your toplist do not accept png files as valid banner extension :)

Quote
* If you lose everything, you can still start your way up afresh by working as a porter.
I would remove this from the list of features, it does not sound exciting at all. By the way, if you lose all you should start with a smallest ship.

Quote
* Choose your nationality and carry the word of your country.
I have a trouble with this one, if I want to be a pirate I want to be a pirate and not be a dog of some country. You know, open sea, freedom, fat merchants to steal from, treasure hunt, booze in port and cherry company of fellow pirates. But it might be just me :)

Quote
* Create Trade routes
As above, but I already posted extensively about it last time, so just to remind that I still loathe to be a merchant in a pirate game :)

Quote
* Upgrade each ship, raise levels, hire crew, buy cannons and choose among 6 attributes to improve.
Change attributes to parameters and levels to something else (it sounds too much like an RPG character not a ship).

-The porter thing is no longer a scenario.
-If you hit the ones of your country (Lets say you start USA, then if you hit USA) you will end up a pirate (Pirate Flag as well).
-You can choose if you want to be a merchant at all or not. You are not obliged to and you can progress by attacking other ships only. It is more advanced though. A good combination of two will make you a top player.
-You are right about the rpg character. Since battle is dnd based, the ships are like rpg characters to some extend.

Again, thanks for the ideas.

I am now finishing country missions and voodoo :)

Offline solrak29

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Re: Pirates Glory
« Reply #12 on: June 24, 2010, 09:19:33 PM »
Just signed up and I like the concept and the graphics.

It is taking me a little bit to understand the game play.

Offline Murzim

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Re: Pirates Glory
« Reply #13 on: March 05, 2012, 06:56:19 PM »
I have not posted here since Version 0.2
The game has just moved from Version 0.4.15 to Version 0.5 with the launch of the Voodoo System.

There have been a lot of other improvements / additions etc, you can find them all in the game changelog.

I have updated the first post to match current game status.

;)

Offline Barrikor

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Re: Pirates Glory
« Reply #14 on: March 06, 2012, 11:29:55 AM »
Did you update the screenshots? Your game looks cooler than before =)
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Offline Murzim

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Re: Pirates Glory
« Reply #15 on: March 10, 2012, 01:31:55 PM »
Did you update the screenshots? Your game looks cooler than before =)

Some are updated. Not all though and not all game screens there either.

In other news:
Game moved to 0.6 version today with the addition of Governor's daughter feature.

Offline Xepshunall

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Re: Pirates Glory
« Reply #16 on: March 12, 2012, 12:49:46 AM »
I just wanted to say that the Voodoo has been an interesting addition to the game and has already given me some ideas as to getting revenge on another player who has taken advantage of a problem that arises when playing from an iphone in an unstable service area. The instant travel feature can resubmit unintentionally and cause the danger level to elevate. I would like to see a safety net to prevent this from happening in the future but for now I just click Fleets or Ships to stop the cycle. I also appreciate your reply to me recently regarding the ship cost increase and the advantage that this gives the long-standing player over the new ones. I was wondering if there could possibly be implementations that might give advantages as rewards for reaching a landmark such as a tool that lasts for a short time, is enabled when a player has sold a given number of goods and will compute the potential daily profit from a given trade route. I have created a spreadsheet that does this for me but there are players who could benefit from goal-activated access to pages where temporary-use tools are located. This could also be accessed by using bought Credits. I know this game is for intelligent people but there are those who would not qualify but could succeed if the could buy a clue now and again. Thanks again for an entertaining way to spend my slow times.

Offline Murzim

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Re: Pirates Glory
« Reply #17 on: March 12, 2012, 05:02:14 PM »
I am not aware of the issue you describe. If you could create a bug report in the forums, it would be best.

Generally, I want the game to be unaffected by costrains of time and durable in cases of long absence. Of course older and active players will still have the advantage but eventually it will always come down to the better strategy (and guild soon). The mechanisms will be there for all.

Reports for trading already exist but reports on speficic trade routes, do not! It is a good idea and I noted it down. I am against puting such things for sale though, I can add it to the forthcoming "Parrot" feature though.

 I am always open for new ideas ;) All in all the game will be through a tremendous enrich of features till May, which is the max time I can currently spend on the game (unless it continues to be so inspiring in development as it has been recently! Then I can always find more hours!). During this time there will be inevitably changes which have to be considered as part of the game; everyone will be affected and everyone will need to adapt.

 


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