New Gameplay Trailer + PC GAMER Article

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Re: New Gameplay Trailer + PC GAMER Article

Postby CalenLoki » Mon Mar 19, 2012 4:00 pm

Looks really good. Only things that looks unpolished are animations, and we already have confirmed fix for that. :)
Ah. and one more thing - we still have tracers for arrows :/
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Re: New Gameplay Trailer + PC GAMER Article

Postby HitMan » Mon Mar 19, 2012 10:03 pm

We lack dancing, the most common for of death in the medieval ages (diarrhea), unicorns, the ability to catapult enemies heads or cows, Monty Python's version of horse ridding, and air humping. Others then those this game should be fine... or friggin awesome!
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Re: New Gameplay Trailer + PC GAMER Article

Postby yush » Tue Mar 20, 2012 10:01 am

Hitman, don't forget it lacks raping whole villages (one should even be able to choose between women, cows and chickens), no gallows also made me sad, and don't forget Monty Python's Black Knight. YOU SHALL NOT PASS.

And if i can make a (serious) suggestion - make some restrictions in dodging. Maybe half a second to recover from it, cause i predict it can be much of a handicap for a player that would learn how to use it fast enough. I may be wrong, but >dodgedodgeblow< tactic would be pretty much lethal if there will be no delay between dodges. Also if Torn Banner would like the moves to be more realistic, learn from "Severance: Blade of Darkness". There is momentum, proper steps (no player-sliding), but it may be hard to make on that engine...and i think its too late for that suggestion ^_^ anyway, i highly reccomend duels in Severance, it still shines.
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Re: New Gameplay Trailer + PC GAMER Article

Postby HitMan » Tue Mar 20, 2012 9:47 pm

To make a serious suggestion myself, raising the back left foot higher on jump and falls would make it look better. Additionaly, more sparks would all that "movie feel" to it but don't go crazy. After all that sword isn't a flint box (hint, hint every sword game with sparks ever).
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Re: New Gameplay Trailer + PC GAMER Article

Postby -Slash- » Wed Mar 21, 2012 1:44 pm

Why would you need sparks when you have gore and decapitations?
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Re: New Gameplay Trailer + PC GAMER Article

Postby gB » Wed Mar 21, 2012 5:55 pm

Swords hitting rocks make sparks, swords hitting other swords don't.
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Re: New Gameplay Trailer + PC GAMER Article

Postby Tibberius » Wed Mar 21, 2012 6:13 pm

While that may be true gB, having sparks when swords collide in a parry reads well to a player and is understandable. It is small things like this that give information to the player about what is going on that helps with the feel of a game, so while we won't have massive volcanic sparks erupting off of weapons ingame, we will have subtle visual indicators to let players know what is happening and swords sparking when colliding is one of the ways we can do that.
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Re: New Gameplay Trailer + PC GAMER Article

Postby gB » Wed Mar 21, 2012 6:15 pm

That makes sense.
Last edited by gB on Thu Mar 22, 2012 3:58 am, edited 1 time in total.
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Re: New Gameplay Trailer + PC GAMER Article

Postby HitMan » Thu Mar 22, 2012 1:46 am

Thank you for assisting me when my words failed me. I have made metal on metal sparks before but the speed of those two objects were very fast and one may have been so rough as to have groves on the end. However, I will do some tests tomorrow, wish my fingers luck.
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Re: New Gameplay Trailer + PC GAMER Article

Postby yush » Thu Mar 22, 2012 9:50 am

Slash, as for me there is too much gore. Not every blow tears apart chainmail ending with the fountain of blood from artery, but it was discussed before, and its mark for >hit<, such a mark for a >block< should be sparks then. And yes, sword vs sword would make sparks in certain situations, especially when one sword slides fast on the edge of the other, and its worth to notice that swords become jagged in a fight.
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