Pad controls are already built into the tech alpha that's available to backers. "Currently it plays better with joypad actually," he adds, but with tweaks, the two should be equal.
For fucks sake, men. A PC only (at first), FIRST fucking PERSON simulator plays better with derpads ? Mother of god.
iirc there are some strange isues with mouse on current alpha - so its obvious But i am pretty sure it will be fixed in on of later builds
Sure man, but what the fuck is this shit? A game that started only on PC and it's a FPS of all genres, and they designed the gameplay/game systems/interface/speed for xbox controllers? I mean, how perverted is that? How obscene? And an independently financed game at that, not some big greedy publisher that catters to consoles. Whats the point of using the PC if you design the game to have the complexity and be played console style? They only used the PC for graphics then? We'll see how it turns out, but fuck.
its just opinion of one of the two main designers behind the game the other one is harcore M+K warrior (Martin Klíma), Dan Vávra is just gamepad derp in this regard and he even said the console releases will be couple months after PC one so there is that
its just opinion of one of the two main designers behind the game the other one is harcore M+K warrior (Martin Klíma), Dan Vávra is just gamepad derp in this regard and he even said the console releases will be couple months after PC one so there is that
Burn the regard derp!!
Epsilon wrote:
Meanwhile the people of that generation will call those guys relics, and not move with the times when everything is auto fucking.
No it stutters pretty heavily every fifth or so minute so I barely managed to explore the map and take some quick screenshots, will see on their forums if there's some info on that or if a hotfix might be required.
And yeah first is off and second is on, if that's what you dislike about it the overall "foggy" appearance as a result of the new lighting method can also be disabled by a separate cvar that further enables the system to affect the toposphere as I understood it and replaces the default fog system.
(There's some fifty or so cvars for just this one feature so it can be tweaked extensively and it's a experimental prototype too with a very early implementation so I expect it to look better in later releases as they fine tune the settings more.)
It's been patched some three four times since 0.5 was released too, usually the only update this game had was when a new build came out but they are getting closer to beta status although it's probably not as evident from this tech demo version of the game although several of the game systems are now in place so it is shaping up nicely.
from what i know this techdemo is pretty much for polishing and getting feedback about the game systems , content-wise game its already quite huge , but i guess its pointless to include whole game in this state ... when small aprt of the world is enough to do so
crime system and adaptive music systems detailed..
story script finished, mechanics completed by end of the year
Beta: early 2016 - 20% of final map
also polearms are gonna happen after all
Happy New Year! We are happy to share the new video update #12 with you now.
Creative director Dan Vávra is presenting the latest development progress of Kingdom Come: Deliverance and cool features such as the dynamic weather system or the dog companion, but is also mentioning the next big development milestone.
[Video]
The merchandise presented in the this update is available in our partner's e-shop (almost) worldwide!
Beta announcement
We are entering the final stage of development of the Beta version, which will contain:
First introduction to an epic story
All core game mechanics
Enlarging the current game map (triple)
The first important key battle/siege
A new weapon Type: Sword and Shield
And many more…
Beta version will be available to all backers with Knight Tier and higher in a matter of months. Please wait for more detailed information soon!
Development progress in a nutshell
Finishing the Story: Daniel Vávra and his team of 7 writers are finishing over 2.500 pages of screenplay, hundred pages of design and have now more than 70 quests with over 300.000 words of dialogues.
Dog Companion: We are working on the next Kickstarter Stretch Goal - a man's best friend. We decided to revive the extinct breed “Alount”. It was a very common breed used for hunting, herding and guarding.
2D and 3D improvements: With hundreds of incredible artworks and many ingame improvements like the Dynamic weather changes and the Total Illumination System Kingdom Come: Deliverance gets even more realistic (watch this video from Vlad4D). In addition to that we improved our 3D face scanning technologies. We're scanning every single head for our game including over 30 different expressions and emotion to create life-like facial animations, even with wrinkles
Cutscene production starts: We are adding the first cutscenes into the game, with full motion capture of real actors and completely new voices. We prepared more than 25 hours of voiceovers and around 4h of symphonic music which will be recorded in Rudolfinum, one of the most important concert halls in Europe.
As you can see, we are very busy with the development, but we are also very interested in opinion of the backers, who are waiting for the Beta release.
BTW: Did you already filled your backer profile on our website? If not, please do now, some of you still have to send us pictures or names or in-game rewards. Thank you!
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