New Gameplay Trailer + PC GAMER Article

The latest from the team.

Re: New Gameplay Trailer + PC GAMER Article

Postby HitMan » Thu Mar 22, 2012 10:29 pm

Test after test proved that sparks aren't always going to happen but they should in a game as a hit indicator. Also, see Left 4 Dead. Every hit with melee is cutting something to bits. There is going to far and there is going L4D.
Live Free Die Hard
DWM|HitMan
HitMan
Yeoman
 
Posts: 112
Joined: Fri Feb 03, 2012 4:42 am
Location: North Carolina, USA

Re: New Gameplay Trailer + PC GAMER Article

Postby Ajax » Fri Mar 23, 2012 1:39 am

I have been in sword fights with steel weapons, and I have never seen sparks fly once. As a hit indicator, that's OK, but that could also be shown with recoiling animations and such. Things that are noticeable, but subtle. That said, I won't be torn up if I see sparks, nor will I go "OMG that's not realistic!!" or anything of the sort. I'm just saying that I've never seen sparks fly in over two dozen sword fights that I have personally been involved in, and countless hundreds more I've just watched.
Ajax
Alpha Tester
 
Posts: 124
Joined: Thu May 27, 2010 7:24 am
Location: Iowa

Re: New Gameplay Trailer + PC GAMER Article

Postby yush » Fri Mar 23, 2012 9:01 am

Ajax, this is the time when my little knowledge came out. Thumbs up for Ya.
User avatar
yush
Squire
 
Posts: 214
Joined: Fri Dec 02, 2011 2:57 pm

Re: New Gameplay Trailer + PC GAMER Article

Postby reapy » Fri Mar 23, 2012 3:32 pm

Good sound can be just as strong of an indicator for when things happen. You can give a different type of clash based on whatever variables may be present for the hit, eg if it is a large collision have a different ring and make it louder.
reapy
Alpha Tester
 
Posts: 120
Joined: Wed May 11, 2011 9:52 pm

Re: New Gameplay Trailer + PC GAMER Article

Postby Tibberius » Fri Mar 23, 2012 5:46 pm

Good sound is huge for indicating things to the player for sure, and the more often we can couple a visual indication with a sound the more likely players are to recognize what is happening and come to understand the game mechanics- which is a very important factor in enjoying the game.
Tibberius
Team Lead
Man at Arms
 
Posts: 821
Joined: Sat May 15, 2010 3:22 am

Re: New Gameplay Trailer + PC GAMER Article

Postby Ajax » Sat Mar 24, 2012 4:00 am

Indeed, which is why I'd understand if they are included, I just don't want to see sparks happening very often. The more sparks flying in the middle of a melee, the more immersion is actually lost for anyone what has actually fought. Granted, I wasn't in a grand melee, nor was I using armor in any of the fights I was in, but I still had many scars and nicks on my blades (I can take pics to prove it).

All in all, there does need to be a visual indicator of what's going on, but like I said, there could be some recoil animations of swords bouncing off each other, and combine that with perhaps a little blade wobble (Sword blades do wobble sometimes with heavy impacts), and rarely a small spark or two, and that would be a pretty good foundation for it.

I'm not the professional, though. I'm sure I'll love whatever you guys come up with. :D
Ajax
Alpha Tester
 
Posts: 124
Joined: Thu May 27, 2010 7:24 am
Location: Iowa

Re: New Gameplay Trailer + PC GAMER Article

Postby alako » Sat Mar 24, 2012 4:25 am

Actually looks awesome, can't wait for it to be open to the rest of us...

Seems a lot of work has gone into it, a lot of great work :)

Look forward to playing it when its out, hopefully soon, I want to shoot some people with my bow and crossbow and bring back fellow Knights of the Round Table to stand again, in a battle to the death with fellow allies and enemies :)

Love it so far guys, I didn't think it would look as good as it does now in a short space of time so congrats on making it this far and hopefully it will be a success :)

-KoTrT- Sir Azreal An old AoC Troll who was wrong xD
alako
Peasant
 
Posts: 12
Joined: Sun May 30, 2010 6:16 pm

Re: New Gameplay Trailer + PC GAMER Article

Postby froggyluv » Sat Mar 24, 2012 9:47 pm

Old MB player here and have to say very intrigued by this game. Curious about the "adjusting swing by mouse" aspect. Does this mean from your primary intial attack you can adjust to any angle physically possible mid swing or is it just switiching from one attack ie.Side to another ie. Overhead ?

Meaning if Im attacking to my opponents right at a 90 degree angle - he sets up the proper 90 degree block -would I be able to adjust my swing to just go above his block at say 80 degrees?
froggyluv
Peasant
 
Posts: 25
Joined: Sat Mar 17, 2012 5:02 pm

Re: New Gameplay Trailer + PC GAMER Article

Postby Sir doyle the noob » Sat Mar 24, 2012 9:55 pm

Just guessing it will be the same as in the mod. You start a overhand attack and then you control the direction of the swing throughout the animation so which shoulder it comes down on.
Tiger, tiger, burning bright
In the forests of the night,
What immortal hand or eye
Dare frame thy fearful symmetry?

-Vanquish| Strum-
User avatar
Sir doyle the noob
Squire
 
Posts: 202
Joined: Wed May 19, 2010 12:34 pm

Re: New Gameplay Trailer + PC GAMER Article

Postby Sir doyle the noob » Sun Mar 25, 2012 12:53 am

http://www.youtube.com/watch?v=FYrkn6EFwOg


Might shed some light on it.
Tiger, tiger, burning bright
In the forests of the night,
What immortal hand or eye
Dare frame thy fearful symmetry?

-Vanquish| Strum-
User avatar
Sir doyle the noob
Squire
 
Posts: 202
Joined: Wed May 19, 2010 12:34 pm

PreviousNext

Return to Official News

Who is online

Users browsing this forum: No registered users and 4 guests