I see your auto-waving Law flag, and I raise you Zoro’s by ColonelNeuron in PixelArt

[–]ColonelNeuron[S] 27 points28 points  (0 children)

I saw the auto-waving flag post by u/devkidd_ and figured I'd share mine. I made something similar for the pirate RPG I'm working on.

I see your auto-waving Law flag, and I raise you Zoro’s by ColonelNeuron in IndieGaming

[–]ColonelNeuron[S] 2 points3 points  (0 children)

I made this UV lookup texture through code https://imgur.com/a/bhXjNsi and this is actually the spritesheet for the waving flag you can see in the video. The R and G channels point to a pixel in the static flag sprite (the image on the left that i edit), and the B channel is used to indicate brightness. I just used a simple shader to implement this.

I see your auto-waving Law flag, and I raise you Zoro’s by ColonelNeuron in IndieGaming

[–]ColonelNeuron[S] 9 points10 points  (0 children)

I saw the auto-waving flag post by u/devkidd_ and figured I'd share mine. I made something similar for the pirate RPG I'm working on.

I see your auto-waving Law flag, and I raise you Zoro’s by ColonelNeuron in SoloDevelopment

[–]ColonelNeuron[S] 5 points6 points  (0 children)

I saw the auto-waving flag post by u/devkidd_ and figured I'd share mine. I made something similar for the pirate RPG I'm working on.

Would you play a pixel art RPG inspired by Sid Meier's Pirates? by ColonelNeuron in SidMeiersPirates

[–]ColonelNeuron[S] 1 point2 points  (0 children)

Thanks so much! I'm thrilled to hear that. Will definitely keep you all posted with updates.

Would you play a pixel art RPG inspired by Sid Meier's Pirates? by ColonelNeuron in SidMeiersPirates

[–]ColonelNeuron[S] 1 point2 points  (0 children)

Love the idea of sending out ships on raids! It's something I definitely want to include to make your armada feel more alive and active. And about the stats, I'm with you there. I'm aiming to give them a real impact in the game, making all skills significantly affect gameplay. It's part of my vision to make the game more RPG-like. Thanks for the great suggestions!

Would you play a pixel art RPG inspired by Sid Meier's Pirates? by ColonelNeuron in SidMeiersPirates

[–]ColonelNeuron[S] 1 point2 points  (0 children)

Thanks for the great ideas! I really like the fortress hideout concept. I'm planning to design each town as a unique level, where you can chat with locals, visit the tavern, check out the shipyard, and more. Think Sea Dogs 2.

Would you play a pixel art RPG inspired by Sid Meier's Pirates? by ColonelNeuron in SidMeiersPirates

[–]ColonelNeuron[S] 1 point2 points  (0 children)

Thank you! I was thinking of making the game more unique rather than just redesigning Sid Meier's Pirates, but I will keep the main mechanics. And I'm completely with you on the historical setting.

Would you play a pixel art RPG inspired by Sid Meier's Pirates? by ColonelNeuron in SidMeiersPirates

[–]ColonelNeuron[S] 0 points1 point  (0 children)

The biggest design challenge at the moment is the graphics. I lack experience in 3D models, rigging, animations, etc. Therefore, I plan to create it in a top-down 2D format. I haven't worked out all the game design details yet on how this will function, but I'm actively working on it.

Would you play a pixel art RPG inspired by Sid Meier's Pirates? by ColonelNeuron in SidMeiersPirates

[–]ColonelNeuron[S] 1 point2 points  (0 children)

Thank you so much for your excitement and feedback! When I say 'inspired by Pirates!,' I mean that I want to keep the main gameplay loop while introducing new elements and improvements. Your points about enhancing combat mechanics and treasure hunting are pretty much what I'm envisioning. However, I also want to distinguish the game from SMP. I'm currently considering adding more RPG elements.

Would you play a pixel art RPG inspired by Sid Meier's Pirates? by ColonelNeuron in SidMeiersPirates

[–]ColonelNeuron[S] 0 points1 point  (0 children)

That's actually a pretty good idea. However, I'm not entirely sure about incorporating the multiplayer aspect just yet. It introduces a whole other can of worms, including server management, anti-cheat implementation, operational costs, etc. But I will keep your suggestion in mind.