Yoshiboy said:
Yeah I do do that. Thanks for the link. Looks good. Unfortunately I can't do many of the things you've listed or have no interest in programming something so complicated.
* Guys running around on the ships (hard animation but possible, just make some lowpoly models of sailors and animate them) - I can place people statically on ships, and force them to play animations (this is already in), but actually having them walk about is basically out because of M&B's collision detection and the complications in setting an absolute AI position to move to while the ship is moving. Still, saying this some animations can be quite long and complicated and have the agent offset from the center, so they don't just have to stand on the spot. Well, this is great. This feature is not what I would prioritise, but if you could just add some static guys moving their body at least. 100% better than nothing!
* Cannons (firing, reloading, voices when cannons on x side is reloaded) - Half of this is already implemented, the rest will be done soon.Great!
* Animated flags on top of masts (nice if you have factions like Britain, Portugal ETC. and I really hope you plan to add these factions!) - As I can't do vertex animated props, or shaders, these will not flap nicely, but perhaps I will have small flags that rotate to simulate flapping a little. Depends if it looks alright.Sounds good.
* How ships gets damaged during combat (holes, small wood pieces flies around, smoke and fire, Fire Arrow - Turn Into an Inferno?) - Been thinking of ways I might be able to do this and it should be possible but it isn't high on the priority list if it becomes complicated so don't hold your breath.Agreed. This would be a very nice feature, making the ship battles awesome. But it's hard to implement and not something to prioritise, at least not for the first release.
* You could look at the items you have and can buy in A&P (for example are cannonballs, grape shot, chain shot and exploding cannonballs buyable items, which I really like) - Yeah I'll have chainshot, grapeshot and round shot. Great! Other things you also should have is for example tea (very valuable, because of the British import block), cannabis and rum! What would the pirates be without rum. But you're surely going to implement these things, but still. If you check out all the great stuff in AoP I guess you'll find something you didn't think of adding.
* The AoP ships (a large variety of good pirate, trading and and naval ships) - The ship list is on the front page. They are long and time consuming to set up, create and get in game so I can't really be making any more. Hope that is comprehensive enough for you.Yes, saw it right after I wrote the message. A great list (The ship of the line 101, awesome ship!). BTW. Will it be possible to have more than two ships in one battle scene? (like would you have allied ships fighting on your side, several enemies to fight?). Would be a great add to gameplay and realism, as ships did usually not sail alone on the ocean.
* Naming your ship feature - Will be included Awesome!
* Many good sailing abilities/skills to implement (navigation, maneuverability, cannon reloading skill ETC.) - These will be included Superb!
* The wind calculation system you see on the right side of the screen in the video (well developed system, and of course hard to make in M&B, but look at it) - I'm not going to have anything that complicated. There might be both side sails and main sails which affect a ships speed but I wont have the ability to raise and lower them independently. This is both something that is difficult to implement (you realize I had to hack in my own inverse trig functions), something that isolates players due to it's complexity, and something I don't even want to begin to think about programming AI for. Yes, I understand that this is too complex to add the whole system. What I would like to see is someting compasslike, that shows the direction of the wind. Maybe just a compass needle in a corner of the screen. Maybe (if possible) it changes color after the weather conditions (for example nice weather, little wind, green. Bad weather, stormy, red)
* All the bars at the screen when sailing (ship health, crew morale, amount of cannonballs and which type that is loaded into the cannons, and the genius compass) - Some of this will be in. BTW. don't add too much of this. What I like about M&B is that it doesn't overload the screen with bars and unnecessary stuff.
Well, this sounds great! Just sue Taleworlds if they don't give away shaders, implement what you can, stay positive and don't close this project, and I'm a very happy man!
I don't want to disappoint you but you have to remember this is basically a one man project, and a mod not an indie game. Lots of these things I'd love to implement if I was working on a full game, but I'm not, and I've chosen not to because I wanted to have combat - one of the most important things - working, fun and in depth, out of the box. I've already pushed the engine far beyond what it is meant for, and I'm working on a low level that can make things which would appear trivial, extremely complicated. I'm also tight for time, so want to get something in a finished state before I add too many features.
Anyway, cheers for the suggestions. I actually have quite a few people testing at the moment but I'll tell you if you need more.
I don't expect anything of someone working for free on his freetime, to make something great for everybody. I'm in no way disappointed (this sounds great really!) As I've worked with modding earlier in my life, I know how it is. You can't do or implement anything. I also support you in not recruiting too many. All projects that every did that was either shut down, or lead into nothing but a great mess. I'm very thankfull just that you look at my proposals. Again this mod is awesome, and I don't expect you to sit and prioritise this mod above your own life. Keep up the good work man!
Edit: If you were to recruit someone, it would be someone to help you with the world map. You could probably get someone experienced to help you with that, and then you can focus on the other work. Myself I would had loved to help you, but I'm not very skilled at anything. I know only a little handfull about scripting, and I've never created a world map before.
The work i have done earlier is modeling and beta testing. I'm not better than you at modeling and I make horrible textures, so I'm no good for you there. But as I said, I'm still open for betatesting this week, and whenever I find time later.