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viperfdl: The video is really impressive but I hope the animations aren't final yet because the fights look like the combatants have drunk a little to much. ^^
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Titanium: Actually, that's how you really fight if you swing a five kilogram piece of steel (or two). Try it. And put all your force behind the swing. You'd be surprised how rag-doll you'll feel after a few swings, especially after you missstep a few times and get tired. Just be safe and do it in the backyard or something.
The problem is... the average weight of the REAL medieval sword is about 1.3 kg. Far less than five. There were some which weighted slightly more than 3 kg but they were quite rare. And of course they were two-handed.
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Ghorpm: The problem is... the average weight of the REAL medieval sword is about 1.3 kg. Far less than five. There were some which weighted slightly more than 3 kg but they were quite rare. And of course they were two-handed.
Yeah, you're right at that. Half that for one sword+arm armor, both for full 2 handed fighting or dual wielding. But it does make more spectacular critical misses. :)
Also, it simulates tiredness far quicker.
Post edited November 04, 2012 by Titanium
soooo, I have to use a CC to back this project? I prefer to use PP or Amazon, I am just to lazy to go look for my valet when doing my impulse buys...
The precision timing and no saving and loading puts me off but I enjoyed the unique engine and how everything is suppose to be dynamic but how that plays out in reality if they make it remains to be seen.
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Ghorpm: The problem is... the average weight of the REAL medieval sword is about 1.3 kg. Far less than five. There were some which weighted slightly more than 3 kg but they were quite rare. And of course they were two-handed.
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Titanium: Yeah, you're right at that. Half that for one sword+arm armor, both for full 2 handed fighting or dual wielding. But it does make more spectacular critical misses. :)
Also, it simulates tiredness far quicker.
I get your point ;) But in general medieval weapons and armors weight much less then we usually think about it. They wouldn't be able to fight with it. And believe me - I know what I'm talking about - I've spent some time wearing 40-kilogram anti-radiation suit and man, you get tired before they finish putting it on you! There was a time my muscles started to ache when I was just looking at this infernal suit ;)
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DocDoomII: From the first page of comments on the kickstarter page.


Creator Bare Mettle Entertainment 4 days ago
@ Atarun
Thanks for your feedback. Some quick answers to your question / criticism:
[snip]
3) Difficult one. Originally we had a stamina system to this effect, characters would tire and become slower and had to recover from exertions. At some point we decided this was more tedious than fun and just removed it completely. Realism is important but fun takes precedence. Some of our animations are also very bad, they need some work.
The game still has a long way to go, this is really more a tech demo than anything else.
It does say that there expected release date is may 2014. So yes it's got a long way to go. That's why it's on Kickstarter.
Really impressive Kickstarter. Considering it.
The Kickstarter page reads like it was written by Peter Molyneux.
Looks impressive. I kinda like the "drunken swaying" of the guy with the swords - it looks like someone who doesn't have a lot of skill. It would be nice to see the skill improve over time, though - or maybe he should ditch the smaller sword and get a shield. :-)
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nijuu: Question.Seems like this KS is in pounds and also asks for the CC details directly when trying to pledge. I thought all these kickstarters went through amazon payments?
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ET3D: Kickstarter is using its own system for the UK. Amazon is only used for the US based projects. My guess is that moving forward Kickstarter will transition to this system for everything, and open up more countries.
I guess the obvious question is, does this payment system work in same way as amazon one? As in it wont debit card til the end date? (in case i change my mind about pledging) - prefer not to be charged right away as it would in case of paypal etc..

And yes the project looks quiet neat even if as someone said the charachter has 'drunken' look about them when fighting ;).
Post edited November 04, 2012 by nijuu
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ET3D: The engine on this action RPG is incredibly impressive.
I prefer the old style 2 , 2.5 D RPG engines .
This is really interesting looking. The physics stuff all sounds really cool for sure. And the idea of an open world that doesn't have a plot that relies on the player is really neat sounding.

I'm keeping it on my radar for now, not sure about backing or not yet though.
I think a lot of people will pass or wait on supporting this project because most of the pitch was around "technical" aspects of the game, not around story and gameplay elements. I find that to be an absolute shame. If I could, I'd pay the entire amount to support this project, because I can really appreciate what they are doing and how they have started.

It's clear to me watching the video that someone has invested a substantial amount of time to skillfully and thoroughly develop the engine, tools, and other "backend" components of the game. I don't think the majority of people understand the development process, because most people aren't developers on any level. When a non-developer looks at a game, they see the controls, the UI, the graphics, the story, the world, and so forth. While these are completely normal things to see (and we shouldn't expect them to see more), the view completely misses all the substantial design and development work it takes to make a good game. As with most development projects in walks of life, if you try to build a project from the top down or with poor beginnings, you will inevitably end up fighting to correct mistakes made early in the development process or add development time due to sloppy tool and engine development. That's why one of the biggest things I look for in a KS project without a big name behind them is a good start and solid base.

In this case, there is a lot to figure out with the story, world, and gameplay, but I think that is great. It's clear to me that the developers have not rushed into development of those components and focused on starting strong. The tools and demo they showed in the video are very detailed and just screams "meticulous" to me, which is really important when you don't have a significant backing and significant numbers.

Anyway, in short, I think this is an exciting project with really good beginnings. It is a shame that people are complaining about the lack of story/gameplay/etc details, because there is so much more to this project than that right now.

Also, did anyone else think "Sacred" when they saw this?
Post edited November 04, 2012 by Shinook
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Shinook: Also, did anyone else think "Sacred" when they saw this?
Not at all actually. What is it that makes it feel like Sacred? For reference, I've played that game up to 300 hours or so, finished it with every character at least once and reached level 150 with one.
Looks like this just might be the kickstarter I'll support. I guess I might be odd, but I like hearing the technical details more than the story. To me they go hand in hand with the story, an ambitious story means nothing without some work to back it up. Anyone can come up with a good idea, but it takes more to make it come to life :)