Hey all,
I’m Infinite_Visions, proud owner of Visions Games . This is my third installment on my solo project called High Seas , an up-and-coming Pirate roleplay game. Without further ado, let’s begin.
This system allows you to build and design your own ship.
NPC Interaction
These npcs will assign quests, give rewards, and more!
Previous Features
Treasure Chest System
In future updates, the first chest will give you a map. This map will lead to the second chest (the real treasure, which will give loot). The first chest will be found in ruins, sunken ships, etc. More to come
Shovel/Inventory System
As you can see, there is a custom backpack gui. The shovel can dig through terrain, to locate treasure.
Minimap
A beautiful minimap, in the corner of the screen. It will show the map (once I make it), and will expand to show it in greater detail.
Endless Ocean
The ocean is the main feature of any pirate game. As such, it needs to be realistic, exciting, and can’t suddenly end for the player. To combat this, I created an ocean that moves locally with you, but interacts with the server just as it does the client. Using Mesh deformation, I made some nice waves, some simple swimming animations, and a neat camera effect when under water.
Weather will be added (the ocean waves will increase/decrease according to the weather)
Rope Swinging
As we all know, rope swinging is essential to a pirate game. I had some fun messing around with physics, and got:
As you can see, you grab the rope, then move around faster and faster. When you release, you fly off a ways. This will allow you to hop ships in a “Pirate” fashion.
My ship may or may not be sinking.
Ship/Cannon Controls
Ship handling is a work in progress. I have to script my own friction, so I’m working out the kinks. In the future, waves won’t clip through the deck of the ship. The cannon and movement replicates to the server
Physics will be improved - this is a very, very early stage.
Testing link: High Seas
(Please note: There will be bugs, errors, and glitches. This is the minimum viable product.)
I’d love to know your feedback on this, and what you’d like to be added! Thank you!
currently, its way too cartoony or something too be realistic,
the thumbnail, logo, and all your systems say it all. and your animations can be wayy better, and make sure to lower the fov when entering water because thats like in real life yes?
I’m going for a style similar to the Wild West. Semi-realistic. Right now, all of the models/guis/systems are the minimum viable product. They will most certainly be improved. Most of the models are simply place holders. Thank you for your feedback
Right now, my goal is a semi-realistic game (think Fortnite graphics). I’m using low-poly assets as placemarks (I am terrible at blender). Eventually I’ll find someone to make it higher quality.
If you used blender, make the model 3d. The reason it’s invisible is because it’s the inside. You can turn on Face Orientation. Orange will mean it’s the inside, blue outside. If you see the orange part outside, flip the mesh.
Thanks for the tips I am not going to worry too much about the builds right now (that will be a huge hassle on its own). I probably won’t fix the invisibility, you will usually only need to see the vines from one side.
Thanks for the heads up I don’t think it could possibly infringe on any copyright (there are plenty of piggy ripoffs), but I’m coming up with my own features/making High Seas from scratch. They should be different games.