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Sails of War is a fast paced, action heavy combat game giving you command of your own vessel. Dive into the waves of this golden age of large tall ships. Outmaneuver your enemies and sail to victory.

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Hey there! Quite a few new people have started to follow Sails of War and our development journey since we last talked. Thanks to the Sloop screenshot begin selected for Epic's NVIDIA Edge Program we did manage to get some attention on Twitter and around the web.

I couldn’t be happier and want to welcome ever single new follower! If you haven’t already go check out our Twitter and Discord – the latter is awesome for direct communication and we have had a couple great discussions and idea exchanges.

GTX 1080ti NVIDIA Edge

But – even though winning a 1080ti and getting some attention for the project was absolutely amazing – that isn’t the good news! Before I talk more about upcoming development goals and show you the Cutter I do want to introduce you to my good friend Tobias Moos.


Tobias and I have worked together before – back then on game projects in a professional capacity. Whilst I concentrate on anything art actually building the game, and coding it, was always going to be a challenge for me.

I did bite down and program three different prototypes using C++ and Unreal Engines build-in visual scripting tool: Blueprints. Whilst that was an awesome achievement for myself it was eating into my art time rather heavily.

So I am very happy to announce that Tobias has been hard at work converting and rewriting my prototype into actual – well written – C++ game code. Over the past couple months we have had many discussions about design and possible additional features. Save to say having a dedicated programmer has not only made my live easier, but has also been of great value in shaping the finer details of what Sails of War is becoming.


So whats next? Whilst Tobias is busy making sense of the prototype code, building new awesome features and getting everything to run well, I am now finally able to concentrate on art. At this current stage in the project we are striving towards finally being able to show our work.

Thus far only the art side was shown and both Tobias and I are just as keen as you are to finally show the inner workings and gameplay.

As soon as this time next month we might be ready to show you selected parts of what Sails of War is becoming. Now, obviously, SoW is in development and doesn’t look very finished or polished. So next blog I’ll take care to explain the details of our progress, current standings and goals. I am very optimistic that we can meet our self set deadlines!


Now all this talk of code and what might be, it wouldn’t feel right to just leave you at that. If you follow Sails of War on Twitter, or Discord, or maybe my personal accounts, you’ll surely will already have seen it, but for all everyone who did end up missing it:

Sails of War Ships Boat

That’s a small boat! … Yes it is indeed. The dinghy will swing off the back of the Cutter and be an additional detail. As a physics object with dynamic ropes and constraints it should add quite a lot when the ship is rocking in the waves.

But that’s not all. A week back on Discord I shared a work in progress image of the Cutter. I am happy to say it’s done as far as the model and textures go. It is still missing sails and additional ropes and also some minor adjustments. But it is ingame, up and running:

Sails of War Cutter

Sails of War Cutter

And at that I’ll leave you for this blog. I am off to working on environment art – wooden huts, houses and civilization. See you next post when hopefully Tobias and I can show in depth – work in progress – gameplay and discuss goals and time frames.


If you feel like discussing the game, or have ideas don’t hesitate to join Discord. It’s been awesome to chat with everyone – and I am looking forward to more of it in the future. As we draw closer to a stable version we will eventually gameplay test and the call will go out to you, so be sure to join chat for more info when the time comes.

Until next time.

- Lukas

All done and painted - DevBlog #5 - Sails of War

All done and painted - DevBlog #5 - Sails of War

News 5 comments

After more then 5 months of hard work we are finally ready to show some ingame screenshots!

Only missing paint - DevBlog #4 - Sails of War

Only missing paint - DevBlog #4 - Sails of War

News 1 comment

We explore the 3D model and process of creating a ship, and also look into the future and texturing workflow.

Inspired by History - DevBlog #3 - Sails of War

Inspired by History - DevBlog #3 - Sails of War

News

Learn how history actively inspires Sails of War and at the same time allows creative freedom.

It's all about the Water - DevBlog #2 - Sails of War

It's all about the Water - DevBlog #2 - Sails of War

News 2 comments

Sails of War Dev-Blog #2 talks about the current progress on the main water material. It also gives in inside into development as a hole and pulls back...

Comments
Hrocker
Hrocker

So, another Naval Action sort of speak?

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PortsideInteractive Creator
PortsideInteractive

Naval Action is all about simulation. Our game has more focused on a fun multiplayer experience. Sails of War will in many ways be easier and less complicated - less boring in places. Start the game, drop in a match, have fun.
I'll have a blog post about gameplay in the near future; keep an eye out for it.

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MrEmjeR
MrEmjeR

Damn, ship games are the real focus of indie games lately. Not complaining, ships are my favorite thing to make :)

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eniex.at
eniex.at

Ich habe mich gerade durch die Bilder geklickt und die Infos gelesen. Einfach nur wow. Sieht schon jetzt verdammt gut aus. Bin schon echt gespannt, was weiter kommt ;-)

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Latest tweets from @sailsofwar

Latest Sails of War DevBlog: Indiedb.com via @indiedb @UnrealEngine T.co

Aug 12 2018

RT @StratmannLukas: Sails of War - Dinghy. Detail for our Cutter ship via @artstationhq Artstation.com

Jul 27 2018

Last month @UnrealEngine and @NVIDIAGameDev selected us for their Edge program. Super stoked to find this… T.co

Jun 28 2018

This is happening. Unexpected and very humbled! T.co

Jun 1 2018

The Sloop is done! Just in time for #screenshotsaturday Read all about it over @IndieDB Indiedb.com T.co

May 6 2018

Whilst only a small detail, with small textures and few polys, ship's boats were most important to a larger vessel.… T.co

Mar 18 2018

RT @StratmannLukas: Awesome Weekend! Final "TO DO" for @SailsOfWar Sloop model and screenshots. (missing 8.: Flag should be larger)… T.co

Mar 11 2018

RT @StratmannLukas: Worked on the Sloop. Unique UV and dirt pass is done. Now onto tiling textures and finishing touches. Homestretch! #3D #UE4 @SailsOfWar

Feb 9 2018

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