Pirates of the Burning Sea News

  • 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
  • Need a Job?

    The official site for Pirates of the Burning Sea has some interesting updates on it. Keep reading to find out what is new...

  • The Really New Nav Zone Name!

    When sailing from port to port in Pirates of the Burning Sea, your ship maneuvers through what has been commonly referred to as 'The Navigation Zone'. We went through a naming process, and came up with...

  • Two New Screenshots at MMORPG!

    Our friends at have posted two great screenshots depicting the Pirates of the Burning Sea world at night.

  • Jobs at FLS: Lead Character Artist!

    Currently, Flying Lab Software is seeking applications from qualified individuals for the position of Lead Character Artist.

    Based in Seattle, WA, Flying Lab Software is currently working on our next-gen MMP, Pirates of the Burning Sea. Previous studio projects include the award-winning Rails Across America. Flying Lab offers flexible hours, top of the line machines upgraded regularly, the opportunity to work with a great team on a cutting-edge PC MMP game, and much more!

Mon, Jun 26, 2006
  • Devlog, Updates and Screenshots!

    Aether, Community Envoy (of Doom today it seems), from the Priates of the Burning Sea Site has brought out a treasure chest full of goodies today. A Devlog that tells of the creation of a Tool of Doom, several site updates and as posted earlier, new screenshots!

    P.S. When you check out Augustus' new tool, make sure to take a look at the other additions we made to the Help section of the Community Content Page. You'll find links to new resources, a link to downloading the UC kit, and much more!

    Find out about all these goodies yourself! You'll be pleased I am sure.

    Thu, Jun 15, 2006
  • In perhaps the funniest piece I've read in a long time, Woodrodius explains why you should chew your steak.

    Now locked in the gaze of both my CEO, some attentive restaurant patrons, and the interns, (who were watching an art position open up before their very eyes) Bruce and I rose, and our heroic art director positioned himself to administer his first Heimlich maneuver. The first thrust was unsuccessful. I heaved forward, and felt sickening pressure on my abdomen, pretty much the worst imaginable stimuli one can receive after a large meal. With this initial motion failing to dislodge the tasty globe from gullet, I began to have some genuine concern. Was this it? Was I going to die choking on steak and not making-out to death with supermodels as had been my previous guess? Would Greg be able to tastefully wait two months before he started making jokes about the manner of my demise, whilst validating it as “part of the healing process”? What of my bug list? Would they all go unresolved?

    Was this to be the end of Woody?

    You have to read the rest of this devlog. Don't eat or drink anything first. My monitor and keyboard are giving me baleful glares as I type this.

    Tue, Jun 13, 2006
  • In addition to telling you about this great developer log, I'd like to remind you that Beta Signups are a go. If you're interested in testing Pirates of the Burning Sea (and you should be) You can sign up here. Now.. for the log!

    Introducing Kevin "MasterGuns" Loza, FLS UI Artist
    Hi, dev log readers! I’m Kevin Loza one of the new members of the Flying Lab team. Specifically, I'm the artist that is creating the user interface for Pirates of the Burning Sea.

    To give you some background on my work, I am trained in both traditional and digital art. My schooling spans sketching, painting, sculpture, and photography. The digital arena started through my own animation at home on the Amiga computer and, later, graphic design classes on the Macintosh. I studied 3D modeling, texturing, and animation, as well.

    I love painting particularly on the computer. Recently, I created a digital portrait for a friend. Part of the my passion comes from self expression and pushing the medium.

    I, also, work on a high resolution model in my spare time. It’s a personal project that I started to take one character from concept to fully realized 3d animation. First, the concept sketching and various sketches were made. Second phase was digital painting. Third phase is modeling and that’s what I’m doing at the moment. So far, it’s my favorite personal challenge of all my personal studies.

    My first job in the games industry working for SEGA, back in the day when the Genesis lived and breathed. I worked as an animator, and during my first game, NHL All-Star Hockey ’95, they promoted me to the position of Lead Animator midway through the project.

    Read more about Kevin here.

    More Pirates of the Burning Sea news.

    Thu, Jun 08, 2006
  • MOPGL has an interview with Flying Lab's Taylor 'Augustus' Daynes. This lead designer shares info on their upcoming game Pirates of the Burning Sea.

    Since ships will be single-player operated, I'm wondering how smart the NPCs are. Will there be any NPC controlled ships?pirates of the burning sea

    In addition to a world full of NPC enemies, many of the missions in our game involve NPC allies. One thing we’ve learned from other games, it’s that if you are going to have NPC allies, they’d better be worth something. NPCs that just wander off and get killed, or worse, wander off and get you killed are a recipe for frustration. So we firmly believe that NPCs need to be competent. This is a tricky problem for us though, because unlike other MMOs, where NPCs can pretty much just run straight up to you and auto-attack, our NPCs need to know how to use the wind, how to present their broadside to you in order to attack, and how to stay out of your firing arcs. Brady “Jigmasta” Houck – our AI guru – has worked on our AI over the last year, and I’m happy to report that our NPCs are very smart. Surprisingly smart. They often startle me with actions or tactics that we didn’t program into them. For instance, one NPC in a fast ship planted himself right in front of me, waited for me to come to a stop after colliding with it, and then it boarded me now that I was an easy grappling target. Stuff like that makes your day!

    You can read the interview here.

    More Pirates of the Burning Sea news.

    Wed, May 31, 2006
  • You may know him as Rev. He's a developer at Flying Labs. His column at the Stranger made me laugh right out loud.

    The booth babe up on stage at E3, the big video-game expo in Los Angeles, finally lost it. The throng of gamers with their cameras snapping pictures of her in a revealing fantasy costume, grabbing from the floor below at the T-shirts she was giving away, was just too much. "Vultures, VULTURES!" she yelled at them. "You're all a bunch of vultures!"

    You should absolutely read the rest.

    More Pirates of the Burning Sea news.

    Mon, May 22, 2006
  • It's always interesting to get a Developer's point of view from E3. Is it as crazy for them as it is for us? Absolutely! Read it in the latest Dev Diary to come from Pirates of the Burning Sea.

    E3 is a beast. 60,000 sweaty gamers descend on Los Angeles to compete for swag, face time with devs, and the glory of seeing new stuff first. Over in the NVIDIA booth, six of us from Flying Lab -- myself, Rusty, Isildur, Aether, BSharp, and Heidi -- demoed Pirates of the Burning Sea to everyone who walked up, including press and business contacts.

    Get it right here.


    Tue, May 16, 2006
  • John Tynes gives us a new milestone update on the official site.

    Pirates of the Burning Sea is an ever-growing world. To build it we structure our work in milestones, which are blocks of work six to eight weeks long. Each milestone focuses on specific objectives in development, art, and world-building. As we create the game, we’ll tell you what we’re working on in the current milestone and what we’ve got planned for the next, so you can see all the cool new features that are coming down the pipeline and get an inside look at the creation of a new MMORPG.

    More Pirates of the Burning Sea News.

    Mon, May 01, 2006
  • I can't tell w hich ones are the new ones. But then again I'm slightly mental right now. You can find them here. The game looks more interesting every shot I see. Of course it could have something to do with those er.. pirate fantasies *cough*

    More news on Pirates of the Burning Sea.

    Fri, Apr 21, 2006
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