Finally a developer bothered to at least grasp and implement in the game the basics of german longsword school, as presented in the historical fechtsbuchs.
Hell, even most of the parries and guards are historically correct, and they even perform a couple meisterhau.
No more longswords on the back, pirhouettes, jumps, and other idiotic stuff that would get you killed fast on any medieval battlefield.
Amazing work!
Yes, party of the reason witcher is good is because they don't pander to these fuckwits and be politically correct all the time. One of the things dead and burried since early gaming. It's why most games are cartoony and one dementional because heaven forbid angering a minority group.
He's stressing about it too much, SJW's aren't going to affect the game's sales. He should ignore them.
true that it dent affect sales , but he is just too passionate about what he works on and likes to argue on what he stands for.That's what i got from what he said in his lecture at our Uni. Thats why he leaved 2K Czech when 2K started stripping up Mafia 2 of features and story chapters.
I guess thats what you get from growing up in a totalitarian communist regime
Spoiler:
“so I have first hand experience with censorship and other ‘advantages’ of true socialism like going to prison for your opinion or shitty propaganda on TV, in literature and even music. Thanks to socialist central planning, we didn’t have anything that could be called computer industry. Genius compadres from central planning office kinda didnt saw this technology coming as well as other details like the need for production of enough toilet paper, so we had to use newspaper from time to time. They were shitty propaganda anyway. So I really don’t think that political correctness, which is just a fancy word for censorship, can solve anything. It never did. it only makes things worse.”
Ha ha, well these are all pretty basic screengrabs but I did just discover that the engine supports custom screen resolutions so here's a few at 3440x1440 though I probably overlooked something important or otherwise forgot something.
Spoiler:
.
EDIT: Custom res test.
(1920x1200 -> 2880x1600 -> 3840x2400 -> 3440x1440 and finally 1440x3440 because why not.)
I haven't found a sword yet, closest to combat I've come so far is watching two knights fight one another in the encampment and stumbling into a bandit hideout in the forest where I got my ass handed to me.
(Four - five attacks and I was dead, loved their armor design though, more ornamental or how to say.)
Lots of other stuff should be possible too such as digging up graves but I think I'll need a shovel or something like that first, blacksmith and "witch" (herbalist) in the forest should have a few things for the player to do as well but I think they were added in a previous update already.
Riding is also possible though I don't think there's mounted combat yet although that will probably be showcased later if it hasn't already been demoed by the developers.
(Your horse is apparently from the same supernatural breed as Roche from Witcher 3 so no matter where you are you just whistle and he'll appear in a second or so and then you whistle again to mount and unmount.)
EDIT: I guess short of trying to interact with every unlootable spear barrel or kite shield lying on the ground I just need to find the right guy to talk to and get a weapon that way.
EDIT:
Tried luring the bandits to the nearby army camp and let them handle it, almost reached it when one of them shoots me in the back with an arrow just before they reach the encampment.
Last edited by JBeckman on Sat, 4th Jul 2015 18:58; edited 1 time in total
"If you want something, do it yourself", easiest and most effective way to answer.
'Transethnic Kingdom: Acceptance 60' for iPhone incoming!
But all jokes aside, I managed to grab the alpha from our usual source, and it does really show a great potential. There are wonky scripts, animations and so on, but the lighting and environments are incredibly good (models need some work still), and sword combat is very physical and dynamic (more than Chivalry's for example).
The performance on the other hand, is not-so-sexy (to put it mildly), 40ish fps with the 970/ 1080p. Though I was just listening to Vavra's interview and he mentioned that, along with the plans to "fix" everything (with some downgrade here and there? ). Hope everything goes as planned , though in order to have a complete product with no bugs, there's still a long way ahead of us.
I hope they can release it in a workable state and then base more stuff on this technology. Expansions etc. Or maybe a spin-off game like Fallout:New Vegas was to FO3.
I hope they can release it in a workable state and then base more stuff on this technology. Expansions etc. Or maybe a spin-off game like Fallout:New Vegas was to FO3.
iirc these "episodes" were originally 3 huge storyarcs ,now releasing as separate games each at the size of Oblivion (i guess comparable at how how Neocore released VH games)
The idea is that Act is a game on itself. More like part of a trilogy. The reason they are reluctant to sell all 3 in a bundle is that whether or not they will be able to go on with them depends on success of this one. They simple do not want to offer what they can't deliver for sure.
"We plan to have another alpha in two months or so [said in mid-August] that will have our crime system, so we will finally be able to try to break the world - currently you can't fight with civilians but this will be possible in next iteration," he says.
"And then we plan to have another release sometime around the end of the year, maybe January, that's not decided yet, but it should have all the mechanics. It should be, gameplay mechanics-wise, the final thing with almost all the stuff, and some bigger quests. Right now we have some smaller side-quests to introduce features but we would like to have something more orientated on the story so we can show how it will be told, because so far we haven't told about the story and some people think it's some kind of walking simulator or something, which it isn't, we just aren't showing it yet."
Quote:
We will have long swords and short swords; all the weapons combined with shields; most likely a sword and dagger, which was a common combination; then we will have maces, axes, sabres; we have bows already;crossbow is another thing that may or may not be there - it would be great if it was but maybe not; then polearms are the issue. We would love to have them in some simple form and improve it later, maybe in the sequel or some add-on, but I'm not sure about it.
"The horse combat is also something really tricky,” he adds. "We are working on it but it may be possible that we will release a simplified version and improve it later, because it's very complicated. I'm not sure if it's good to release a 'bad' version or a too-simple version, or if it's better to wait and release proper awesome version later."
Quote:
"Initially we split the game into three [instalments] to go to Kickstarter and be able to do it with the money,” he says."Over time, as we grew up, somehow even Act One [the first game, Deliverance] is bigger than what we planned; so now it's definitely like 50-hour core gameplay.
"We've partially decided that maybe with Act Two [and] Act Three it would be better to release it as one proper sequel rather than two DLCs or two smaller games. So this is going to be one big game, full-scale RPG, and then we would like to sell another even bigger RPG with the additional two acts together."
Whether Warhorse will go back to Kickstarter depends on how well KC Deliverance sells at release. If it makes enough money, Vavra would like to fund a sequel himself. "It would seem to me kind of greedy to go to KS," he says. But Kickstarter also provides benefits beyond simple income, such as helping gauge popularity of a game concept as well providing additional feedback.
Deliverance has had the help of a private investor to realise it. Even before Kickstarter it had had 18 months development and the equivalent of around $3m spent (were the team in the US). Presumably some of the "millions of dollars" are still coming from that investor, and there's also money still rolling in from the public - an additional $700,000 was raised in a year, "so it's not too bad", shrugs Vavra.
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