a mod for Pirates of the Caribbean
"Pirates of the Caribbean: New Horizons", also known as PiratesAhoy! Community Build 14, has been in development ever since the release of Build 13 in early 2007. We have come a long way since then, adding much new content and many new features, some of which were thought to be impossible to achieve even by the original game developers themselves.
The intention is to provide as full an historical Age of Sail game experience as possible, both more realistic, but also more fun. New features include more storylines, historical detail, abilities for free play, variety and more customization than ever before. Not to mention that the graphics have also been improved upon, mainly with new models and textures, but also the sea itself and anywhere else that we could manage.
Although the game is called "Pirates of the Caribbean" and a lot of movie-specific content has been added, that is not all that's been done. Better still, there is a lot to enjoy even for those people who don't much care for the movies and it is entirely possible to play the game as a fully realistic period naval simulation, rather than a movie tie-in.
Today, I'm very excited to reveal New Horizons Remastered; a new project to immortalise our much-loved New Horizons mod for PotC in the Unity engine, as a standalone game.
Starting right now, you can play a short tech demo that incorporates several assets and locations from the New Horizons mod and reimagines them with modern graphics while emulating the same gameplay mechanics.
Read on for a brief description of how this project came to be, what the demo includes and where it will go from here... as well as what this means for Hearts of Oak.
Many of you may have followed our progress on Hearts of Oak, which was the PiratesAhoy! community's first attempt at building a new game from scratch in Unity. Despite making more progress than some of us dared believe was possible, that project unfortunately came to a halt last year following the departure of key developers. We tried to keep it afloat with a smaller team in our spare time, but eventually this proved too difficult due to other commitments.
Despite this outcome, we knew the potential for a Unity-based pirate game was still there, so a very small team of us decided to try again. We started to port PotC to Unity to see what was possible, and quickly found that this approach worked in our favour; we already had the content and a template to work from, so the scope was smaller and more manageable than before.
Several locations ported from PotC are available to explore, including a port scene, town and tavern, all with real-time global illumination and improved materials with specularity and normal maps. The area should feel very familiar, and that's exactly the point. When you see an icon appear in the top left corner of the screen, press F3 to teleport to that location.
If you take a stroll along the sea wall, you'll find a very angry NPC who is more than happy to fight you. Combat currently works similarly to PotC, using E to sheath/unsheath your sword, Left Mouse to attack and Right Mouse to defend. In this demo, the NPC stays still so you can easily avoid him, but he has the ability to follow and attack you at will, which will be enabled in a future release.
Walk over to the edge of the pier, and you can step on board your ship and explore the deck and cabin. If you then approach the ship's wheel, you can set sail and navigate your way around the island. Sailing works the same way as the Storm Engine games; use W and S to raise/lower the sails, A and D to turn, and Space to fire the guns if a target is in range. The ocean is calm for this demo, but it's capable of large waves all the way up to storm conditions.
You will find a static enemy ship floating just outside the harbour, which you can attack once you get within range, which is fixed at 300 yards for this demo. Your ship has been given very powerful guns that should destroy the target in 5-6 broadsides. Later versions will enable full AI patrolling and combat. You can try ramming it if you want, though.
A lot of very high-quality music was composed for Hearts of Oak, but only a fraction of it ever got used. Now, New Horizons Remastered uses some of this music for the first time, completely replacing the music from PotC. Enjoy a tranquil track in the port and town, or visit the tavern for a jolly soundtrack truly worthy of its name.
This demo is just the start. Looking forward, there are several key features this game will include:
Almost any ship, building, location or prop that was custom-built for our mods can be ported to New Horizons Remastered. This opens up a vast library of original content accumulated over many years at PiratesAhoy!, all of which can be given a new lease of life in a modern engine.
The current fencing system is extremely simple, and could be vastly improved by taking cues from both CoAS and more modern RPGs to make the experience much more dynamic. More fencing moves could include parrying, heavy and light attacks, and a stamina bar to manage them.
The aim is for quest writers to have an easy way to port their quests from PotC or CoAS, opening up new possibilities for storytelling. With the freedom provided by the Unity engine, old quests can take advantage of far more powerful features including in-game cutscenes, dynamic events and custom gameplay mechanics and animations.
Does this mean Hearts of Oak is officially dead?
Yes, development on Hearts of Oak has stopped.
What about all the assets you made for Hearts of Oak?
Thankfully, quite a few assets can be reused, including buildings, props, ships and other models. This extends to sound effects and music too, as seen in the demo.
Why didn't you announce this new game sooner?
We wanted to make sure we had a working, playable demo before making any announcements. We felt that it would have been unfair to announce another new project without something tangible to back it up.
Why did you decide not to continue Hearts of Oak instead?
Ultimately, this was a question of team size, resources and feature-creep. Making a new game from scratch was a mammoth task, and although we made quite a few assets for it, it was difficult to manage a large team of volunteer contributors. Due to the scope of what we were trying to make, the exact specifications kept changing, so our programmers ended up rewriting the code several times. In the end, it simply proved unsustainable.
So, what exactly is New Horizons Remastered?
It's a single-player open-world pirate RPG set in the Caribbean. You play as a captain with your own ship, and can freely explore and forge your own career as a naval officer, merchant or pirate.
Do I need PotC to play this game?
No, it's a standalone demo. It is not a mod for PotC or any other game.
What does this mean for the New Horizons mod for PotC?
New Horizons Remastered does not replace the original mod; it is being developed separately. Development will continue on the New Horizons mod for as long as there are modders willing to work on it.
Why choose to remake New Horizons, as opposed to PotC or CoAS?
This new project started as a PotC port, but due to potential legal issues surrounding the name, we decided to use the New Horizons name instead. As the New Horizons mod was the original inspiration for Hearts of Oak, it seemed like the natural choice for a spiritual successor.
What content are you going to include in the game?
At this stage in development, assets from PotC and CoAS will be used as placeholders, while custom-made assets will be used where available. The ultimate goal is to replace all the old assets with custom ones so the game will truly stand on its own.
Will you include assets from the PotC films, or any other series?
No, this game will not include any content related to the PotC franchise or any other franchise covered by copyright law.
I've modded PotC and/or CoAS before. Would I be able to help make this game?
Unity uses C#, which is very similar to the C-based language used in the Storm Engine games, so you should be able to adapt without too much trouble. You would need to learn how to use the Unity Editor in a basic capacity, which doesn't take too long. Once you're familiar with it, you'll appreciate how intuitive it is compared to using the Storm Engine's modding tools.
Although this demo is very basic and does have one or two minor bugs, we'd still love to hear your feedback.
There are other elements of this demo that I've not had time to detail in this article, but feel free to ask any questions about what it can and can't do in its current form.
Please visit our forum for more information: Piratesahoy.net
In the meantime, have fun in New Horizons Remastered!
Our biggest release in years recently went live with more features and refinements than you could wish for! Find out what's new in this article...
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Post article and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.
No files were found matching the criteria specified. We suggest you try the file list with no filter applied, to browse all available. Add file and help us achieve our mission of showcasing the best content from all developers. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.