Open World in the Corsairs Legacy Game
[previewyoutube][/previewyoutube]
We’ve seen a few comments about flickering shadows and people asked how much are we planning to show the same part of the jungle? Today we’ll share our plans, show you the current result of working on locations, and let you know when you’ll see new locations.
In the game’s announcement, we told you that we’ll try to make the most of the purchased textures to speed up the development process and spend less money. However, with the growth of our team and level of expertise, we came to understand that hand-made buildings look more interesting and of better quality than off-the-shelf solutions. Currently, our team is in the process of creating unique buildings and locations that will be in the first game.
In Sea Dogs, the land gameplay consisted of space-limited locations with loading screens each 10-20 seconds while the character moves from point A to point B. If the character was outside the city, the player had no understanding of the island’s layout and they had to go on forums and search for maps of paths that look all the same. In fact, the island is a set of rooms that have no geographical relation to each other, and after the point of transition between locations is reached, the game teleports the character to another room with decorations that give the impression of a continuous path.
The solution chosen by developers at that moment was forward-looking, it allowed minimizing technical requirements of the game and reusing the same locations in multiple places.
In 2021, such an approach is obsolete and very undesirable. Due to this, we abandoned the concept of a set of locations and decided to design the island as a whole, making one location with a minimal number of loading screens. The task of creating a full-fledged open world has many complications, one of which is to ensure stable FPS and minimize the requirements necessary for the game to work. Shadow flickering seen in the game footage is due to the need for increasing shadow render distance, which leads to a high GPU load.

Currently, we’re concentrating on creating a single technologically efficient approach to making whole islands that would show good results for graphics and optimal use of PC resources. In the first game, Barbados will become our reference model. After the release of the game, we will collect player feedback, make additional changes to graphics optimization and after that, we’ll be able to use ready-made and well-proven technology to create new islands.
We use a dynamic sun that changes its location based on time of day and creates unique lighting. We also implemented dynamic weather that adds nice visual and sound effects to the gameplay. These features don’t allow to programmatically calculate the location and appearance of each object’s shadow on a map once, which leads to high GPU load. However, we think that those seemingly little things create an atmosphere for the player and increase engagement in the gameplay.
To find out all the details about the open world in the game - watch the full devlog video :) Subscribe to our YouTube channels in order not to miss news about the Corsairs Legacy development!
Official Corsairs Legacy YouTube Channel: https://www.youtube.com/channel/UCtvxcqkgrIC3fHpSpKSeMnA/
Official Russian YouTube Channel: https://www.youtube.com/c/SaveThePirate/
We’ve seen a few comments about flickering shadows and people asked how much are we planning to show the same part of the jungle? Today we’ll share our plans, show you the current result of working on locations, and let you know when you’ll see new locations.
In the game’s announcement, we told you that we’ll try to make the most of the purchased textures to speed up the development process and spend less money. However, with the growth of our team and level of expertise, we came to understand that hand-made buildings look more interesting and of better quality than off-the-shelf solutions. Currently, our team is in the process of creating unique buildings and locations that will be in the first game.
In Sea Dogs, the land gameplay consisted of space-limited locations with loading screens each 10-20 seconds while the character moves from point A to point B. If the character was outside the city, the player had no understanding of the island’s layout and they had to go on forums and search for maps of paths that look all the same. In fact, the island is a set of rooms that have no geographical relation to each other, and after the point of transition between locations is reached, the game teleports the character to another room with decorations that give the impression of a continuous path.
The solution chosen by developers at that moment was forward-looking, it allowed minimizing technical requirements of the game and reusing the same locations in multiple places.
In 2021, such an approach is obsolete and very undesirable. Due to this, we abandoned the concept of a set of locations and decided to design the island as a whole, making one location with a minimal number of loading screens. The task of creating a full-fledged open world has many complications, one of which is to ensure stable FPS and minimize the requirements necessary for the game to work. Shadow flickering seen in the game footage is due to the need for increasing shadow render distance, which leads to a high GPU load.

Currently, we’re concentrating on creating a single technologically efficient approach to making whole islands that would show good results for graphics and optimal use of PC resources. In the first game, Barbados will become our reference model. After the release of the game, we will collect player feedback, make additional changes to graphics optimization and after that, we’ll be able to use ready-made and well-proven technology to create new islands.
We use a dynamic sun that changes its location based on time of day and creates unique lighting. We also implemented dynamic weather that adds nice visual and sound effects to the gameplay. These features don’t allow to programmatically calculate the location and appearance of each object’s shadow on a map once, which leads to high GPU load. However, we think that those seemingly little things create an atmosphere for the player and increase engagement in the gameplay.
To find out all the details about the open world in the game - watch the full devlog video :) Subscribe to our YouTube channels in order not to miss news about the Corsairs Legacy development!
Official Corsairs Legacy YouTube Channel: https://www.youtube.com/channel/UCtvxcqkgrIC3fHpSpKSeMnA/
Official Russian YouTube Channel: https://www.youtube.com/c/SaveThePirate/