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Development updates

Posted: Fri Jul 11, 2008 5:57 pm
by Captain Deathbeard
Got some new animations, the new combat ones are a bit "special" though so the gameplay still needs a bit of tuning to accomodate them
screenshot_126.jpg
screenshot_142.jpg
shoddy sunsets, still need HDR and proper terrain texturing
screenshot_117.jpg
Playing with the character editor
screenshot_121.jpg

I'm doing lots more things too, but its nothing screenshotable. Like limping and procedural breathing.

Re: Chris's updates

Posted: Wed Jul 16, 2008 1:51 am
by Captain Deathbeard
Working on stumbling and wound-reactions. This completely changes the way mass combat works now, because it means an outnumbered character chops one guy, and then while that guy flinches or stumbles back clutching his wound the character can turn and chop someone else, who then falls over squirting blood or something, and he turns to fight the next guy, and then the first guy recovers and has to be chopped again, and so on... Its gonna look awesome when its finally done.

And then the amount a character flinches will depend on the damage done and his own skill levels.

I'm in a feature-adding frenzy right now because I just did a load of new animations a few weeks back.

Re: Development updates

Posted: Fri Aug 08, 2008 8:55 pm
by Captain Deathbeard
Been working on the combat system most of this time, but today I started upgrading the games Construction Set. I finally got the game to run in an editor window, so soon we'll be able to use the editor to create content and then just drag and drop it into the game.

Re: Development updates

Posted: Fri Aug 15, 2008 11:40 pm
by Captain Deathbeard
Working on the medical system at the moment. I believe its an important element of the combat for injuries to have a lasting realistic effect, because a real-life battle is about attrition of wounds and exhaustion. Most battles will end up with the participants stumbling around trying to get a last slash at each other. It also greatly blurs the line between life and death allowing for you to keep characters alive without saving and reloading all the time.

Characters can now limp, and I am working on clutching hands to wounds (see screen) on different body areas. Later on I will add limp (ragdoll) arms, crawling (with ragdoll legs), concussion and random stumbling, dropping from exhaustion, carrying wounded buddies, vomiting blood... all kinds of fun stuff.
screenshot_149.jpg

Re: Development updates

Posted: Fri Dec 26, 2008 11:14 pm
by wazupwolf
cool...are u still working on it? havent heard any new news in quite awhile so if u could reply telling me that ur still working on thatd be cool since this game will be awesome

Re: Development updates

Posted: Thu Jan 08, 2009 4:33 pm
by Captain Deathbeard
Yeah still working on it, just a little quiet gap, about time I explained in the blog i think.

Re: Development updates

Posted: Sat Jan 10, 2009 2:00 am
by Suta
I'm not sure if this is the place for it. But I would like to say that you did a good job with the terrain so far. I could really imagine an army walking across it, or two armies running into each other on that ground.

Re: Development updates

Posted: Sat Jan 10, 2009 2:07 am
by wazupwolf
yea i completely agree with suta this game is gonna be one of if not the best game ever

Re: Development updates

Posted: Wed Mar 25, 2009 3:38 am
by SBLaxer20
I like the sunset one, IMO it'd make a great wallpaper once it's cleaned up.

Re: Development updates

Posted: Wed Mar 25, 2009 3:48 am
by Captain Deathbeard
Don't worry, it will look a lot better than that verrry soon...

Re: Development updates

Posted: Sat Jun 27, 2009 8:29 pm
by Hector
So, any more updates? It has been three months, after all...

Edit: Because apparently I can't count...

Re: Development updates

Posted: Sat Jun 27, 2009 9:00 pm
by Windexglow
Not sure on his part, but I've been pretty lazy lately. I put the blame on lack of creativity on how the first towns buildings should be done - the lack of building materials can make this quite difficult.

At the same time, the lack of object manipulation (right now you can't adjust Y rotation, and you can't offset height) is also a challenge - while the starting towns will be known for being technically advanced compared to the rest of the world, the game seems to center on a "mad max" style.

Chris is only one person, and that has limitations. He wants to release a demo come September, but (feel free to delete this Chris if you want to) I feel he won't be able to reach it, unless he wants to release a fairly empty one.

Here's a soon to be scrapped model I made - unfortunately I made about 4 other buildings based on this style. I am scraping it due to
A: Complicated to make.
B: Ugly as fuck
C: High poly for low quality
http://img199.imageshack.us/img199/1087 ... 234172.jpg


Overall though, things are going good. I have a few concept papers I need to try out, and I am getting better at texturing.

Just like to add I am not an official voice on the game or anything :p

Re: Development updates

Posted: Sun Jun 28, 2009 12:54 pm
by Captain Deathbeard
Yeah I switched to making my updates on the main page now, but I should still do them more often. I'll do a new one.

Re: Development updates

Posted: Sun Jun 28, 2009 1:56 pm
by Captain Deathbeard
And yeah, I still expect to make the release but it will be an empty one. The first release certainly won't be a full game, more like a mini-playground.

Re: Development updates

Posted: Sun Jun 28, 2009 6:00 pm
by Hector
Looks good so far. Any chance of a monthly update? Just to give us something to talk about while we wait ;).

Re: Development updates

Posted: Wed Jul 01, 2009 8:29 pm
by Captain Deathbeard
Yeah I think so too, for now on there will be an update on the 1st of each month, as a minimum. The one I just did a few days ago counts as today.

Actually that means only one more update, and the next one will be the first release!

Until release date slips.

Re: Development updates

Posted: Tue Jul 21, 2009 5:40 pm
by RustKnight
I'm doing lots more things too, but its nothing screenshotable. Like limping and procedural breathing.

Procedural breathing? what did you mean by this? Mouth to mouth resuscitation ?

Re: Development updates

Posted: Tue Jul 21, 2009 6:18 pm
by Captain Deathbeard
no, it just means the chest is animated to breathe, based on how exhausted the character is.

Re: Development updates

Posted: Tue Jul 21, 2009 7:31 pm
by RustKnight
Oh i understand now...

Re: Development updates

Posted: Tue Dec 01, 2009 4:51 am
by yssarile
on that subject, does the medical system take different actions for treatment, or how exactly does a charecter perform in game healing? and if it is certain things they need to do, would their effectiveness be limited by localized damage?

and on the breathing note, say someone is wearing say, plate mail, and they take a hit in the abdomen, that dents it, would that player consequentially have a harder time breathing because its constricting on his torso?