Pixel Piracy is a side-scrolling 2d, real time strategy/sandbox/simulation game created by indie developer Vitali Kirpu. In the game, the player controls the crew of a pirate ship. The player must sail the ship over a number of sea zones, each with events procedurally generated in a roguelike fashion, while facing against pirates and other hostile forces, recruiting new crew members, keeping discipline and outfitting and upgrading their ship and many more. Combat takes place in pausable real time, and if the ship is destroyed or the crew lost, the game ends, requiring the player to restart.
Hey there guys! You'll be seeing new updates on a bi-weekly basis from now on! We are hard at work on the game and I just wanted to pop in and give you all the latest news, as well as thank you for the kind welcome!
Posted by Solidust on Jul 18th, 2013
Hey there guys! You'll be seeing new updates on a bi-weekly basis from now on!
We are hard at work on the game and I just wanted to pop in and give you all the latest news, as well as thank you for the kind welcome!
If you EVER need anything at all, or want to just chat, feel free to tweet me at any time at @alexpoysky . I'll be happy to oblige!
Having listened to many of our internal group's petitions, we have altered the bloom effects and toned down the saturation, leading to much more "crisp" imagery in the game. Personally I think it looks MUCH nicer, but give your thoughts in the comment section below!
As you can probably tell from the screenshots, lighting is in the works, so are 3d sails, custom flags for the sails, and water effects (splashing when someone falls overboard or when the boat sways to and fro).
Essentially what we are doing are making solid building blocks from which to push into gameplay territory. Let me explain the logic behind this, Vitali, the dev, is a programming POWERHOUSE, I have worked with around 200 developers to date (Remember, I head up content on GamersGate), and rarely have I seen someone so consistent who programs in such a modular fashion. It's an inveritable gold-mine because he doesn't disperse, he takes one module, perfects it, polishes it to a sheen, then goes on to the next.
On top of all this, he programs at a speed equivilant to three programmers at once working full time, which is rare, to say the least.
What does this mean for the project? Well, if he consistently programs at this rate and fashion we will have the building blocks in an impeccable state, meaning all we would have to do is make our foray into gameplay, ui, and from there on content and we would essentially have a game.
This is exciting news, as we are starting to see some very VERY interesting offers on the table for publishing, and that in itself is motivation enough to push even harder!
Remember, this is all thanks to you, our fans, so please accept our humble thanks for holding us in such regard, and don't forget to tell your friends about us!