Pirates of Port Royale
Intro
Well it’s been over a year since the last WIP thread was posted on for this project. The thread disappeared, but the project is still alive. The old thread was let to die because I realized that that the project wasn’t ready for a WIP (although it may have had the illusion that it was). It was merely a graphical façade, with very little technical workings behind the scenes. Although you may not notice a big difference graphically, I can assure you that the whole project is much improved underneath, from code organization and effectiveness, to the engines working.
PoPR has undergone a series of makeovers/redos due to my lack of ability when the project was started. I used it as a learning tool, and although it taught me a lot, I shouldn’t have. The world editor has undergone at least 3 redos, game engines have been added and rewritten. This time I feel confident where I can do almost anything that is thrown at me. Hopefully this time I’m ready and I can keep the progress consistent.
Description
Pirates of Port Royale is a realistic RPG taking place in the 17th century in the Caribbean. It is the age of exploration, and the age of the New World. Law is nearly non-existent, danger is constant, and life uncertain. The choices are numerous and yours to make in the English port city of Port Royale as you decide your career path, your friends, your enemies, and your life.
PoPR will be realistic, yet fun. You can choose from a variety of professions, from blacksmith to pirate. Unlike many games, you won’t have to choose your path at the beginning of the game, and be stuck with it for the rest of the game, but, like in real life, you can change your profession and affect your characteristics in game. So you chose to be a Doctor and now want to be a Soldier? No problem, just take a walk down to the Barracks and sign up. The same idea is present with all professions, because the realistic nature of the game allows for things to be done logically like they would in life. All professions may not be for everyone of course, but a wide selection will provide something for every player, from the pirate who just wants to kill everyone in sight, to the player aspiring to be the town’s doctor, gathering and creating medicines, and saving the townspeople. While trying to stay realistic, the quests/professions will be engaging and diverse.
As with most all other aspects, the combat will be realistic as well, and remain fun (as confirmed by The Elder Scrolls IV: Oblivion’s combat system’s success). It won’t take 50 hits to the head to take someone (including you) down, in fact it probably won’t take more than one. First-person is for sure the main camera, with a possible third-person camera to be added, but like Oblivion, the game will revolve around using first-person.
The entire PoPR environment will be interactive, from entering every building you see, to gathering plants, to picking up most objects you see. All NPC’s will also have their own personality, background, and past, and be fully interactive. “Intelligent” dynamic AI will allow for a more immersive and realistic experience during the game. For example, if you’re a well-known blacksmith, you will probably be more often approached by customers than if you decide to randomly set up your own shop one day with no skills.
A user-friendly world editor will be used to create and edit the world, and will be included with the game, allowing for an easily modable game by players who enjoy modding games. Of course a fully functioning (and hopefully growing) world (starting with Port Royale and expanding into inhabitable islands) will be included in the game.
A multitude of other features will be included (and have) in this ambitious but hopefully successful project, of which I’m very willing to discuss here or on the PoPR forums, because they are too numerous to go into depth with each one here.
An optional story is being created by Cian Rice that the player will be able to follow should they choose to. You can completely ignore the story if you want and continue your daily life if you want, however. If the player doesn’t want something to happen from the story, then it won’t (Port Royale won’t suddenly blow up after x number of days

).
We hope you like the idea, it’s been in the works (and still is) for the past 3 years, constantly being modified to make it a better and more fun experience for all players.
Forums
Please sign up and feel free to join/start discussions at our forums to show your support for the project, it’s quick and just requires an approval by me (due to a sudden wave of bots):
http://popr.lukasw.com/forum/index.php
Websites
Pirates of Port Royale's Website
New Age Games Website
Videos
LATEST VIDEO-GAMEPLAY
High Quality (RECOMMENDED)
YouTube
Video 1 shows a demonstration of most of the core engines through a small quest.
Video 2 shows gathering resources, equipping weapons, trees, and a few other new features.
Video 3 shows the new UI.
Video 4 shows interior/exteriors, sitting, and the beginning of cannons.
Video 6 shows the beginning of ships.
Video 7 shows how to make a world in the world editor and then exports it to the engine.
Screenshots
Engine
A shot showing the new UI and the inventory system.
This shows an equipped pickaxe and mining. You can also cut trees, and more resources will be available in the future.
Model of a cannon made by Tony.
World Editor
Here’s a shot of a small test world you see in the second and third video with the newly implemented trees and rocks.
High quality video of the start of combat and horses:
Here's after you create two cells, it lists them to the right in the name that you give them, and you can switch in between them and go to the exterior.
Here you can see the current (incomplete) list of types of events that you add with it's parameters being displayed and editable at the bottom.
Here is a screenshot of some foilage made with PlantLife
Estimated Progress
Movement-100%
Inventory-90%
Crafting-90%
Collision-90%
Trading-85%
Talk-80%
World Editor-75%
Quest-50%
Save/Load/Importing-75%
Interaction-35%
AI-20%
Combat-60%
Team
While we’ve had a few members come and go over the past couple years, three have remained and endured despite my lack of experience in leading a team, and I thank them for that. The current team:
Gil Galvanti-Producer
Heckno-Lead 3D Modeler
Cian Rice-2D Artist
Hope you like the game, please sign up on the forums to show support, I'll approve ASAP. Any feedback (positive or negative) appreciated. Thanks.
-Gil Galvanti