Pirates of the Burning Sea + Anonymous News

  • GCC’s Grumpy Old Gamer visits the offices of Flying Lab Software has posted an interesting article today. It's the first of two that chronicle Grumpy Old Gamer's visit to Flying Labs.

    GCC’s Grumpy Old Gamer recently visited the offices of Flying Lab Software for an onsite interview centering upon their upcoming release – Pirates Of The Burning Sea. This is the first of two articles from that visit, this once focusing upon the company itself…

    Russell Williams – Flying Lab Executive Producer“Our biggest asset is our ambition, almost to a fault...” Russell Williams – Flying Lab Executive Producer

    In order to save myself the long drive to get from the peninsula I live on to Downtown Seattle where Flying Lab Software makes its home, I decided to take the 25 minute ferry across the Puget Sound (inland salt water). As typical to make me go from happy to Grumpy, I dropped from the clear skies on the hill down to the fog covered Ferry Terminal to encounter the behind schedule ferry. Grrr, is this the indication of my day?
    As you will see, absolutely not!

    Get clicking to read more. Is Pirates of the Burning Sea what you are waiting for? Let us know all about it in the Ten Ton Hammer Forums.

    Wed, Oct 18, 2006
  • What is the Career Story Arc?

    The official site for Pirates of the Burning Sea has been updated with a new Develop Log. In this one we get a look into the process from GavinIrby.

    I've been asked to write a little bit about the process of writing and implementing these missions so our players can get a glimpse of what is going on "behind the scenes," so to speak. Since I don't want to give away too much about the story itself and spoil any of the surprises, I'm mostly going to discuss my own writing process and the things I hope to accomplish with the Career Story Arc.

    My background is in academia, rather than creative writing, and so my process is maybe atypical for a content developer (Luckily, our team has some very talented novelists to act as my editors). I start with hermeneutics (meaning, the interpretation of texts), which is in many ways, the mirror image of the writing process. It may seem strange, at first, to call video games "texts," but they actually conform very well to contemporary hermeneutic theory.

    Get clicking to read more. Are you looking forward to playing Pirates of the Burning Sea? Tell us all about it in the new Ten Ton Hammer Forums today!

    Tue, Oct 17, 2006
  • Behind the Scenes with ConCo!

    The official site for Priates of the Burning Sea has been updated with another in their series of developer journals. This one takes a look behind the scenes at how they come up with content ideas.

    How do we make our content? Our content department has numerous approaches to how the various stories get made and end up in the game. Some of our key story lines come from our writers. Others the individual designers come up with and they take them from concept to completion by bouncing ideas off each other and off other departments.

    Keep reading to learn more. Are you looking forward to this Priate adventure? Share your thoughts with us in the new Ten Ton Hammer Forums!

    Wed, Oct 11, 2006
  • Not Just Another Spawn Camp has posted another in their series of Developer Journals. This installment talks about five Battle scenarios.

    To some extent, if you've played one MMORPG you've played them all. You wander the countryside, or the office building, or the space sector, and you find small groups of enemies who are standing around waiting for you to attack them. Maybe they charge you as you run by or maybe they react to you depending on your faction standing. They have different classes or attacks or powers that make the combats somewhat different. But there's not a whole lot going on.

    Get clicking to read more! Are you waiting for Priates of the Burning Sea to launch? Share your thoughts with us in the forums right here at Ten Ton Hammer. You can also catch up on any news or imformation that you have missed in our news archives.

    Tue, Oct 03, 2006
  • Find Out What The Devs Think of AGC has posted a dev diary written by the producer of Priates of the Burning Sea, John Tynes.

    The AGC is very different from E3 -- or at least, from the E3 That Was. It really is a conference, meaning it's nothing but panels, roundtables, and lectures. There is a small exhibit hall but it's full of companies selling middleware and services to developers and studios. No one is in the exhibit hall showing off games in any real way. In fact, the only booth I saw where you could pick up a joystick and play was the Microsoft Casual Games booth, so if you want to fly to Austin to play Geometry Wars, go for it!

    Keep reading to see what else John Tynes has to say and don't forget to stop by the forums at Ten Ton Hammer and let us know your thoughts on this game and all your favorite MMOs!

    Wed, Sep 20, 2006
  • June 2007 Launch Date

    That's right matey's. Hot off the presses...erm wire. News just in from PAX Flying Lab software has announced the release date for Pirates of the Burning Sea.

    Fighting across land and sea, players of Pirates of the Burning Sea will experience intense tactical ship combat and swashbuckling adventures, where every player is the captain of their own ship. British, Spanish, French, and Pirate captains battle it out for glory and power, engaging in both PvE and PvP game play that has the power to truly change the game world. Compete to conquer enemy ports, pursue 1000+ missions, engage in a fully player-driven economy, and earn ships, skills, and gear to become the most famous -- or infamous! -- captain on the Burning Sea.

    Read the full press release to learn about the features, history and background for the game. Think this is the game for you? Tell us why in the forums right here at Ten Ton Hammer.

    Fri, Aug 25, 2006
  • Dev Autobiography

    Pirates of the Burning Sea has updated thier official site with a new entry in the dev log! This entry gives us a chance to get to know Wesley 'Whather' Hather.

    Pirates of the Burning Sea Software Engineer, Wesley 'Whather' Hather, has posted a new Devlog that shares his experiences on the road to becoming a member of the Flying Lab Software team.

    Keep reading to find out more about Wesley Hather. Got thoughts on this Pirate adventure? Share them with us in the forums right here at Ten Ton Hammer.

    Fri, Jul 28, 2006
  • PotBS at GenCon Indy: August 10th-13th!

    Here's your chance to meet the folks behind the upcoming Pirates of the Burning Sea!

    Flying Lab Software will be attending GenCon Indy this August 10th-13th in Indianapolis, Indiana. In addition to coordinating intensive, hands-on demonstrations of our massively multiplayer online game, Pirates of the Burning Sea, members of our development team will be on hand to answer any questions!

    Flying Lab Software will be operating out of booth #246 on the GenCon Indy show floor, with PotBS Producer John 'Rev' Tynes, FLS CEO Rusty Williams, PotBS Lead Designer Taylor 'Augustus' Daynes, PotBS Content Lead, Jess Lebow, and Community Envoy, Troy 'Aether' Hewitt in attendance!

    Read the rest of this post and find out how you can get a chance to see the game in person!

    Thu, Jul 27, 2006
  • Summer Plans Revealed

    John Scott Tynes, Producer of Pirates of the Burning Sea, adds an entry to the dev journal at

    ConCo, our content creation team, is busy working on missions for ranks 16-30. New missions and characters are going in all the time and it’s great stuff. We recently added the ability for NPCs to react to a player emote, so that if you use “/emote bow” before a noble we can have him acknowledge your action.

    Read the entire entry and then let us know what you think in our forums. Stay tuned to Ten Ton Hammer for all the latest news on Pirates of the Burning Sea and all your favorite MMOs.

    Thu, Jul 13, 2006
  • Game Code Updated

    Pirates of the Burning Sea developer logs have been updated. You can read about "Get Rid of Lua Day", a mass push by developers to change the game code...

    Last Tuesday we celebrated the first official Flying Lab Programmer Holiday, "Get Rid of Lua Day."

    Lua is a scripting language that we have been using for the past several years. It has served in a wide variety of ways on the PotBS client, but mostly we have used it for game UI and console commands (like /tell or /toad.)

    We've been gradually moving game functionality from Lua into C++ over the past year and a half, but significant chunks of the game were still in Lua, so I took a day out of the schedule for every programmer and we made a single big push to get as much of the lingering Lua out of the game as possible. I would have to call the day a complete success.

    Read more about these changes.

    Tue, Jun 27, 2006
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