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Approximately 3 months ago we released the alpha version of Pirate Souls. It was a very nice moment, and we would like to thank everyone who played the game even if it was full of exploits and bugs. Thanks to them, we managed to make the game stable and pushed forward some quality-of-life features we didn’t think about. For example, the auto-aim range functionality, which was originally a player suggestion, helped us balance the sniper specialization and gave us more control over weapon mechanisms. ALPHA At this point, we feel like the alpha is complete and doesn’t need any more updates. We may update it if a major bug is found, but we expect next improvements to be released the same time as beta will. For now, the alpha is a good stable introduction to Pirate Souls. It has all the features we wanted for the game: some interesting PVP mechanisms, crew system, bounty system, ranking system, multiple quests, various maps, many bosses, etc. It was originally planned to shut down the server at this point, but as new players still join our discord, we decided to keep it online so they can still try the game if they wish to. However, from now on, we will focus our energy on the beta. BETA I am glad to inform that the beta is progressing well. There are still a lot of work to be done, but we are consistent in our progression. We don’t have any date in mind about the beta release, but we are pretty sure it will not be this year. Our main goal for the Beta is to expand Pirate Souls Universe. We definitely want more islands, quests, techniques, soul fruits, clothes and mobs. We also want to improve the crew system by making so marines’ players will be part of one big organization in which they could create their own crew and pirates will be able to form alliances and create a big organization. We may also add a rebel/revolutionary organization, but we still have to think more in depth about it. We also want crews to be able to use their own ship to navigate between islands. However, this will probably be the hardest feature to implement so we will probably do it last. To summarize, we will no longer update the alpha version of the game, but we are still working on Pirate Souls. We will make sure to post screenshots and videos on social media in order to keep you updated. Thanks to all the ones who played the game. The adventure just begins! Disclaimer: This is an old topic, the original release date is Oct 11th, 2021 on indieDB
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Hello everybody, in the past few months, we’ve been working at a pretty fast pace so we can publish a playable version of the game this month of July. I am pleased to announce that Pirate Souls will launch an Alpha Release on 24th July. ALPHA GAMEPLAY Your adventure begins on a big island with a lot of landmarks to discover. Some drama is going on there that you will soon find yourself embroiled in. A lot of missions are available and some have different endings depending on how you chose to complete them. Make sure to talk to any villager that looks interesting, so as to not miss any missions. Be careful on your way though, as there are lots of different mobs and bosses around. The combat system is dynamic and full of techniques. Various combos and fighting styles available depending on the specialization you chose. More information here: Pirate Souls Specializations Overview. FEATURES Pirate Souls is categorized as an Indie Online RPG, with 2D Top Down Pixel Art graphics. It has basic features you may expect from this kind of game: inventory system, party system, trading, etc. However, we tried to make it stand out from others of its kind with small features that give it more excitement and realism. As a large focus of Pirate Souls is PvP and PvE, most of them were implemented with combat in mind. For example, you will be able to dodge any attack within a fight, perform attacks with combos, destroy your environment and even choose your running style! All those features help make the game more immersive. Our art style was also done having that in mind. The game interface is made of parchment paper and is clean and simple so only important information gets to your eyes. EXPECTATIONS We expect bugs and balance issues, because we have yet to test the game on a big scale. However, we will try to fix any issue that will come our way as soon as possible. Feel free to report bugs in the bugs session of our discord when the time will come! WHAT'S LEFT? What is left content-wise is to add more missions and complete the bounty system. We want the end game content to be interesting and challenging. Missions and bounties will definitely help with that. We also want to improve the crew system by doing global organizations that smaller crews can join. That will fit well for marines or pirates alliance. In the long term, we plan on adding more islands and a ship system. However, that will probably be for a beta version of the game. WILL THERE BE A WIPE ? We don’t expect to wipe during the alpha. However, once a beta version of the game is released, there will definitely be a wipe. Another scenario where a wipe may be needed is if we have to implement a new feature that overhauls the game so much that it requires a wipe. It would have to be something very important like a major exploit fix or a highly anticipated update. HOW LONG WILL THE ALPHA LAST? We plan the alpha to last at least two-three months. After that, depending on the player base and the interest, we may keep it online longer. SPECIAL THANKS We would like to thank Rory, creator of Nin Online, who helped us improve our vision of the game and gave us valuable information. On top of that, some of you may have already noticed, but Hitspark (The Developers/Publishers of Nin Online) is going to be the publisher of Pirate Souls. Special thanks to JC Snider, Panda, Kibbelz and Cheshire, main developers of Intersect Engine, the engine we use for the game. It’s really great and has a lot of features. Thanks to everybody who helped us build the game and to the people who support us daily! See you in-game! Disclaimer: This is an old topic, the original release date is Jul 3rd, 2021 on indieDB
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