ID:96189
 
I know I shouldn't announce this until it is 100% finished, as I seem to lose my inspiration otherwise. However I do believe I will take the chance. I need testers, and I've completed a good chunk of the structure.

Dogs of the Sea is a pirate based game with a twist. NOT A ONE PIECE GAME. This is a pirate game, loosely based on the actual events that took place long ago, with an emphasis on god-like creatures. I understand a lot of people have misconceptions about pirates, possibly they have been exposed to unrealistic content, they think pirates are a joke. This game will do its best to portray a real life as a real pirate, with some exceptions. Pirates of the Caribbean was a great movie, try to use that as a reference not only how they sailed but the demonic forces (Davy Jones) that also inhabited the seas.

Anyways, the game is loosely based in very early colonial times, in lands created by the gods. These gods have created the land on which you occupy, there are sea gods, demonic gods, and a variety of others. There will be in-depth storyline and internal affairs about these god-like creatures. You can make deals with the gods of the underworld and obtain 'demonic forces' which are abilities that tap into your psyche. There will also be missions that interrelate with the gods.

Here is a small shot of the game to hold your interest, keep reading below!

A lot of the icons have been taken from various sources, I lack artistic abilities, these icons are all temporary fillers.

Pirates are the fearsome creatures of the sea. Life at sea can turn you into seamen, which are mutations of humans and sea creatures. Gods can favor or hate you, depending on your actions. Poseidon turns players into seamen as a curse. They may not board land but have many abilities pertaining to the sea.

Anyway, if players get a good crew together and sail on the seas, they can be considered pirates. However if there are more than 1 crew on the seas, pirates may become hostile. Basically its all for one, the prevailing pirate crew will really be considered the pirates of the seas. Other players can choose to work the international markets, they can specialize in a specific trade such as forging metals, building ships, etc. Players can physically form alliances, and there can be some benefits to this. Players can build buildings on land and small ports out at sea for trade and business. There will be land vehicles, which mechanics can repair and create.


When you die you go to the underworld. Dying at sea will bring you into the black sea, a much more dangerous world where the gods reside. Whirlpools are found within the sea, and they can take you to different places. They can even take you into the depths of the sea. The kraken is a vicious beast who does the bidding of the gods. Gods can curse you in numbers of ways, and can amplify your signal to the kraken.

Anyways I wanted to introduce the game as I need feedback and testers. I will host live sessions very soon.


Nice idea man, good luck with it.
If you want a REALLY good movie that portrays life at sea during* the pirate age, go watch Master and Commander: The Far Side of the World. It's an exceptional movie.

* It's actually a bit after the age of piracy, but the technologies are near-identical.

EDIT: I'd also look in to some Norse poems, the vikings have some good tales about sea beasts.
Sounds interesting..
Awesome.
Good announce. The trick is not to just announce, but release something too. Release early and release often.
Looks good. Keep it up.
Stephen001 wrote:
Good announce. The trick is not to just announce, but release something too. Release early and release often.

It is such a damned difficult thing to have a definitive answer for. I have always sided with release early and often, but there are some serious advantages to keeping to a policy of only realising highly polished public offerings.

I do agree though, maybe even just test servers for a day at a time to get community support/graphic artist support/gameplay ideas.
Masterdan wrote:
Stephen001 wrote:
Good announce. The trick is not to just announce, but release something too. Release early and release often.

It is such a damned difficult thing to have a definitive answer for. I have always sided with release early and often, but there are some serious advantages to keeping to a policy of only realising highly polished public offerings.

I do agree though, maybe even just test servers for a day at a time to get community support/graphic artist support/gameplay ideas.

I can't ever decide. Releasing test servers for a day with low content could scare away potential players. I believe in first impressions. So what would you logically want to do? Host a game where there is quite a bit of content.

This poses another problem, however. As I don't want to scare away players by having little content, I also want to test systems as I put them in and get FEEDBACK as I build. I want player input at the same time I build my systems, yet I will have to risk having little content within the game scaring off potential players. Ehgh
Anonymous spy wrote:
Masterdan wrote:
Stephen001 wrote:
Good announce. The trick is not to just announce, but release something too. Release early and release often.

It is such a damned difficult thing to have a definitive answer for. I have always sided with release early and often, but there are some serious advantages to keeping to a policy of only realising highly polished public offerings.

I do agree though, maybe even just test servers for a day at a time to get community support/graphic artist support/gameplay ideas.

I can't ever decide. Releasing test servers for a day with low content could scare away potential players. I believe in first impressions. So what would you logically want to do? Host a game where there is quite a bit of content.

This poses another problem, however. As I don't want to scare away players by having little content, I also want to test systems as I put them in and get FEEDBACK as I build. I want player input at the same time I build my systems, yet I will have to risk having little content within the game scaring off potential players. Ehgh

Well, honestly in my experience hosting early test servers turned out to be entirely advantageous. If there are potential players out there that will not give a game a second chance because they saw an incomplete product in something declared as early testing, then that person is an idiot and will find some rediculous reason to not play your game anyway. The truth is that for me, I had a reasonbly fun and small scope idea for a project. It was when I showed this to the public that I recieved an overwhelming outpouring of help, from awesome hosts to first class graphic artists.

I think the good far outweights the bad, if the early builds you release are at very least semi polished. The scope of the game may be limited for testing, but that doesnt mean the portion of the game on display cant be reasonably well balanced/polished.
Now you also have to keep in mind the POTENTIAL player-base. You may have gotten away with hosting early versions of say Naruto, because the majority of BYOND is obsessed with it. Thus, losing potential players in the beginning isn't as much of a hurt to you.

A game like this, I only expect a MAX of 20 players. So say there are about 20 people in BYOND who would be interested in an original, non fan based, pirate game. I can't really afford to lose these potential players, as the numbers are so limiting.
I <3 it
It looks good, and honestly if you keep your work polished and focus on fun you could do quite well. I dont really think youll lose potential players by not being perfect on first release, the idea of this is propogated by the fact that initial release will always cause a huge spike in traffic, so games that hold off to release until they are done "seem" in most people memory as more successful, both alternatives will lead to an average player base that is more or less the same at the end, perhaps the game that releases early and often will have built up a more sustainable and loyal playerbase too.
Masterdan wrote:
It looks good, and honestly if you keep your work polished and focus on fun you could do quite well. I dont really think youll lose potential players by not being perfect on first release, the idea of this is propogated by the fact that initial release will always cause a huge spike in traffic, so games that hold off to release until they are done "seem" in most people memory as more successful, both alternatives will lead to an average player base that is more or less the same at the end, perhaps the game that releases early and often will have built up a more sustainable and loyal playerbase too.


This.
Also keep in mind that this isn't the Anime section's fan base. We aren't all bumbling 12 year olds, and for the most part, understand that games take time to make, and that since these are user-made, pretty rough and buggy when they start.
I think you've convinced me. I'll be hosting a rough version very soon.

Thanks for the god references by the way, great stuff.
Disturbed Puppy wrote:
Masterdan wrote:
It looks good, and honestly if you keep your work polished and focus on fun you could do quite well. I dont really think youll lose potential players by not being perfect on first release, the idea of this is propogated by the fact that initial release will always cause a huge spike in traffic, so games that hold off to release until they are done "seem" in most people memory as more successful, both alternatives will lead to an average player base that is more or less the same at the end, perhaps the game that releases early and often will have built up a more sustainable and loyal playerbase too.


This.
Also keep in mind that this isn't the Anime section's fan base. We aren't all bumbling 12 year olds, and for the most part, understand that games take time to make, and that since these are user-made, pretty rough and buggy when they start.

Also you might get higher quality suggestions.

Instead of, ADD MANGEKYOU SHARINGAN AND MAEK IT BETTER THAN ALL OTHER PEOPLE BECAUSE TEH UCHIHAS ARE THE BEST CLAN IN NARUTO!!!ONEONe

I agree with hosting test servers with fresh features, but I think it'd be better to get the basic game play elements already fully functional before you do so. If the tester can't really experience the basic idea of the game without needing special verbs to do so then it will take away from their fun when they play a more polished version.
Games great, keep up the great work Anoymous.
I like the plot this looks like it could be awesome and different, keeping going at it and good luck :D
i wont to test it now since its been sometime