cRPG

Melee: Battlegrounds => General => Topic started by: tolonar on December 18, 2015, 06:16:57 pm

Title: Dev Blog #3 Recent Work
Post by: tolonar on December 18, 2015, 06:16:57 pm
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Hey there folks. I know you all have been waiting patiently, and we are pleased to have a new update for you today!

The team is almost fully complete now; Igor has just arrived in Belfast and Thomek will be returning from working on his film to join us again soon, hopefully in January.

We will be breaking up for the Christmas period and so we wanted to give you all a brief overview of what each team member has been working on for the past few weeks, before our next update which you can expect in the new year as we start to focus more intensely on implementing features for Early Access.



Alongside overviewing everything in the project and working with the coding team to fix bugs, chadz has been working with the team to revamp the combat system for the game.
Previously we had been using a prototype that didn’t have the depth for combat which could be enjoyable from both a casual and a hardcore player’s point of view, and we needed to rework some of the mechanics whilst also making sure the combat was good quality and visually flowed well.

The system has now moved towards using different stances to influence the type of attacks that can be made, for example the vertical stances use more thrusting attacks and horizontal stances swing the weapon. At present we have 4 stances, up down left and right, but currently intend on implementing many more based on historical techniques. Attacks are still based on direction of the mouse as before, but the stances add a bit more complexity, giving players the ability to make tactical choices without confusing newcomers.

We are still very much in the process of testing this system and refining it to make sure it is enjoyable yet challenging for players. Our team all have different opinions and come from different gaming backgrounds, some even have HEMA experience, but they are all working together to influence what we hope to be a never before seen combat system that is true to our name.

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cmp has been making really nice-looking shaders with PBR values for the maps and in-game assets, and has also been improving and fixing up lots and lots of bugs for both the general engine and the tools he has built for importing assets into the game.
...he doesn’t want to talk about it much.

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Serr and Igor have been working together on implementing many features into the game and making sure they work correctly.
They have been working on creating the Family bot system, assigning them to perform tasks such as harvesting trees, planting crops, and crafting items. At the moment everything works, though as in every game development there are still many bugs that need to be ironed out.

The crafting system has been improved and is working much better than before; players can gather the appropriate resources and construct different structures and materials. Animations have been implemented so that the player can visually see corresponding actions such as chopping wood, and show what stage of production the character is in when crafting.
They have also added a system to allow the dropping of items and connecting the appropriate models, for example if a 2-handed sword is dropped then visually a sword prop will be dropped by the character onto the ground.

A couple of weeks ago they also implemented the basis for the growing of forests in-game. If a player chops down a tree, a sapling will eventually re-grow into a small and then a large tree, and the forest will slowly spread over time. In doing this, and ensuring these rules for resources all work together, we will build a completely persistent world.

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Jacko has been busy as of late with the incredibly small, humble task of creating blockouts of...well, every single prop in the game we can think of so far.
Fortunately for him, these are low-detail models that he can mock up very quickly to act as placeholders in-game. That’s not to say they are simple, not at all. Each item and building still needs to look historically accurate and have the correct shape and features. The aim of creating all of these is so we can have a base for everything we want to implement that can then be iterated upon and reworked in the future. For now though, we can bring them into the engine and see how they look, and most importantly be used in coding to test if actions such as crafting are working as intended.

For creating assets we have been using a modular workflow, building a simple base mesh such as a basic stone wall, that is then varied and iterated on to create many different pieces that can be put together to build a model, such as a complete stone castle. Its almost a bit like using Lego, only you need to create the blocks too before you can build something!

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Some of the buildings that have been created include a cobb/dirt material house which is quite simple and would be one of the most basic houses that can be built; timberframe houses which are the classic medieval style, very easy to find references for with some even existing in some form today; and also different stone material buildings.

We now have many of the crafting stations we want in game and the idea is that every one is designed around the same base building. The player chooses what sort of building they need, whether its a blacksmith, a carpenter’s workshop, or a butcher’s carvery, and then upgrades from there, starting from small to large. The quality of the crafting station will also change depending on size, smaller buildings may only allow one character to craft inside at a time, or it may be related to the amount of production that is possible. There will always be a tradeoff between quality vs quantity. Alongside these stations, relatively simple animations will be created to show the player what stage in production the character is in.

He’s also been doing some of what he calls ‘admin stuff’; overseeing the assets created by the art team, working closely with our coding team to fix visuals and materials for Epic, and also reimporting and reworking some of our legacy assets as a lot has changed internally since early development.

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Fin is composing away as usual, creating the best possible musical score we can have. The music will dynamically adjust to what the player is doing, which is achieved by dividing the whole Suite into separate parts, tagging them to their corresponding in-game situations. Tags are for example decided by surroundings, nature, nearby buildings, actions, and the status of the player. We will restrict the blending between 2 parts to certain chords or harmonics, making the transitions as seamless as possible. That means every player will have his or her very unique game soundtrack. This system, however, is not expected to be implemented in Early Access, because sound effects are on a higher priority at this time.
 
That's why he has also been working on creating a dynamic sound system for the game, drafting a large overview of all possible sounds and their corresponding locations. The aim is to have all sound effects based upon the player’s game, for example if a player is in a forest on muddy ground, fighting in heavy armor, the soundFX will depict that to each detail.
 We are aiming for as realistic an approach as possible in the sound design, and so audio will not only be based on distance, so that things that are further away are mixed more quietly, but also, as stated above, on equipment and weather...can you hear those raindrops dripping on your helmet?
 
Additionally, we aim for the sound to provide fully responsive audio feedback, such as if a player aims with their bow and pulls the string, the sounds of all surrounding objects will sound much more mellow in the right ear, since the hand is blocking parts of it, while string sounds and cloth movement will sound stronger and closer. Taking that just as an example of the many plans we have, we're striving to have an audio system that is capable of adding to gameplay as well as to immersion.

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For the past couple weeks Rachel has began learning how to use World Machine to help the team with working on the game's maps for instant battles and also the Epic world. She has been working on a 1.2x1.2km map that can be used in-game for testing combat, styled as a sort of basin type of map that dips in the middle and has high ridges around the edges.

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Rather than hand-sculpting the landscape, perlin noise is used to break up the terrain and generate features such as hills and mountains. RGB maps are created that dictate where certain textures will be applied such as grass, rock, dirt, and sand; and individual alpha masks are used for where props will be placed such as trees and flora.
Eventually we would like to get to a point with the map system in-game where we can define a set of parameters for procedural generation of landscapes and implement logic for where vegetation and flora can be placed, to very easily and quickly create changes in the world.

On the side, Rachel has also been working on some of the character customization features such as different body types that the character can morph between, and also some in-progress hairstyle and facial hair options.

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For the past few weeks, Zimke has been creating a multitude of different materials and textures for the clothing that can be worn in the game. The current function for the outfits are to be worn either as cosmetic civilian wear for walking around in Epic and showing off your wealth, or to be worn as a base outfit underneath any armor that is equipped.
There is a basic initial set that the player can wear and now there are many variations in materials for each item that can be worn. Currently, this includes a shirt, tunic, hosen and shoes, with additional headgear and pouches for players who wish to use them!
The current hats include a straw hat that was commonly worn throughout Europe and Russia, and also a linen coif which is a typical Catholic hat that could also be worn underneath another headpiece.

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The range of materials of the different clothing articles will represent different qualities of fabric, from cheaper textiles such as linen and wool of different thickness, to patterned silk, all appropriate to the historical period. We have many resources available to us for referencing, with what remains from manuscripts and museums, and with Zimke as our historical expert we can create good looking, accurate materials.
The visual quality of accessories also change to match the outfit. From the plainest wool outfit, the belt and garters are un-dyed, but in the silk variation these use a better quality, red-dyed material to show off wealth.
Zimke has additionally been creating different levels of dirt variation textures for each of the materials which may also be linked to the quality of the material to show that an item is very poor and damaged.

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In his workflow, Zimke creates the clean material and then when satisfied with how it looks, he fits it to the UV layout of the mesh and adds appropriate detail layers. When it comes to adding levels of dirt, some of it is hand-painted and some is created procedurally.
The base clothing is coloured neutrally so that color variations can be added to the game for character customization. For Early Access there will be a limited amount of colours that can be picked from, but we would like to implement a tool in the future that will allow players to pick their own colours, giving full personalisation to our most detail-orientated players.

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As for Autobus, he’s been modelling and texturing some modular weapon sets, made up of various different parts. Each of these parts can be swapped out for another piece with a different shape or material to give players full control of customizing their own weapon. For example, a spear consists of 3 main parts: the head, shaft, and buttcap.
These weapon parts are modelled to be visually distinguishable from one another, and some time is spent researching and blocking out base shapes before creating the high poly versions. Though we could create hundreds of variations that are subtly different from one another, weapon crafting would be less interesting and more tedious. With these distinct sets, players on the battlefield will quickly be able to see exactly what type of weapon has been used and the customizations that the owner has made.

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These weapon parts will also vary in quality, as with armour and clothing, with poorer quality sets textured to show the weathering of the material, or dirt and rust that has formed. On the other hand, good quality parts will have a polished and clean appearance.

Autobus has also played around with designing some texture variations for the tunic, such as creating an elegant patterned silk, with golden threaded cuffs that would indicate that the owner was very wealthy and could afford such finery.

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So, that’s most of what we can share so far with you guys. We have big plans ahead of us and we’re working hard to make sure we can deliver the best game we can!

See you all again in the new year!
Title: Re: Dev Blog #3 Recent Work
Post by: Kansuke on December 18, 2015, 06:23:12 pm
First!
Title: Re: Dev Blog #3 Recent Work
Post by: Overdriven on December 18, 2015, 06:24:54 pm
Awesome update. Great work guys (and girl).
Title: Re: Dev Blog #3 Recent Work
Post by: Mr_Oujamaflip on December 18, 2015, 06:29:28 pm
I'm a little confused by the stances. Do you mean you press a button and the fighting style changes sort of like the old Jedi Knight games? Does this limit you to only vertical/horizontal attacks? Does it just buff one type over another?

In addition do you have a rough estimate as to when early access will begin?
Title: Re: Dev Blog #3 Recent Work
Post by: chadz on December 18, 2015, 06:31:09 pm
I'm a little confused by the stances. Do you mean you press a button and the fighting style changes sort of like the old Jedi Knight games? Does this limit you to only vertical/horizontal attacks? Does it just buff one type over another?
We're still working on balancing it between being both fluent and actually having a gameplay impact.

In addition do you have a rough estimate as to when early access will begin?
Yes.
Title: Re: Dev Blog #3 Recent Work
Post by: Casimir on December 18, 2015, 06:43:48 pm
Love the modular approach you guys are taking when it comes to creating assets seems very in tune with efficient development and also open for possible moding in the future. 

I'm interested by what you said about the forest growth system and how it will naturally spread, will this result in some dense highly forested areas which will be less useful until pop levels rise and will it be reflected in different types of terrain which will have varying levels of productivity (eg. highlands producing less goods per area than prime farm lands)?
Title: Re: Dev Blog #3 Recent Work
Post by: Utrakil on December 18, 2015, 06:45:34 pm
Great DevBlog! I hope we get our .exe back soon to try out all the new features.
Happy Holidays to all of you.

PS: I think it is time for a new Devteamphoto.
Title: Re: Dev Blog #3 Recent Work
Post by: Taser on December 18, 2015, 06:47:21 pm
Very nice.

Looking forward to early access. I also would like to ask if you will have felt caps in the game. It is of vital importance.
Title: Re: Dev Blog #3 Recent Work
Post by: Golem on December 18, 2015, 06:53:19 pm
Yes.
Good.
Title: Re: Dev Blog #3 Recent Work
Post by: Mr_Oujamaflip on December 18, 2015, 06:56:36 pm
You know as well as I do that if they give us even a very rough date, it only leads to sadness.
Psh, it was worth a shot!
Title: Re: Dev Blog #3 Recent Work
Post by: pogosan on December 18, 2015, 07:01:44 pm
Title: Re: Dev Blog #3 Recent Work
Post by: Taser on December 18, 2015, 07:07:23 pm
At first I was sceptical

But then you convinced me



I'm curious, is an arrow a physical object while flying? Is it possible, in theory, to hit an arrow with a sword and stop it?


If it is, inb4 "l2chamber arrows".
Title: Re: Dev Blog #3 Recent Work
Post by: Teeth on December 18, 2015, 07:24:35 pm
Wait, who the fuck is tolonar?
Title: Re: Dev Blog #3 Recent Work
Post by: MacX85 on December 18, 2015, 07:29:28 pm
Looking very nice!
Title: Re: Dev Blog #3 Recent Work
Post by: Casimir on December 18, 2015, 07:40:08 pm
Wait, who the fuck is tolonar?

One of the interns I assume, their profile says they are female so I'm guessing its either the girl from the video or donkey crew found their interns on tumblr.
Title: Re: Dev Blog #3 Recent Work
Post by: Panos_ on December 18, 2015, 07:43:15 pm
One of the interns I assume, their profile says they are female so I'm guessing its either the girl from the video or donkey crew found their interns on tumblr.

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Title: Re: Dev Blog #3 Recent Work
Post by: Leshma on December 18, 2015, 07:49:20 pm
Wait, who the fuck is tolonar?

Community manageress I guess. It's their job to write these devlogs, so that actual developers can focus on their work and not waste time answering questions asked by players.
Title: Re: Dev Blog #3 Recent Work
Post by: karasu on December 18, 2015, 08:48:35 pm
Jacko has been busy as of late with the incredibly small, humble task of creating blockouts of...well, every single prop in the game we can think of so far.

(...)

He’s also been doing some of what he calls ‘admin stuff’;

Somehow I'm terrified by this notion.  :|



A couple of weeks ago they also implemented the basis for the growing of forests in-game. If a player chops down a tree, a sapling will eventually re-grow into a small and then a large tree, and the forest will slowly spread over time. In doing this, and ensuring these rules for resources all work together, we will build a completely persistent world.


This is cool. So there's no persistant damage if, let's say, "someone decides to destroy the whole surrounding forest area of an enemy keep, tactical deforestation".  :twisted:



The range of materials of the different clothing articles will represent different qualities of fabric, from cheaper textiles such as linen and wool of different thickness, to patterned silk, all appropriate to the historical period. We have many resources available to us for referencing, with what remains from manuscripts and museums, and with Zimke as our historical expert we can create good looking, accurate materials.
The visual quality of accessories also change to match the outfit. From the plainest wool outfit, the belt and garters are un-dyed, but in the silk variation these use a better quality, red-dyed material to show off wealth.
Zimke has additionally been creating different levels of dirt variation textures for each of the materials which may also be linked to the quality of the material to show that an item is very poor and damaged.


*manly tears of joy*



For the past couple weeks Rachel has began learning how to use World Machine to help the team with working on the game's maps for instant battles and also the Epic world. She has been working on a 1.2x1.2km map that can be used in-game for testing combat, styled as a sort of basin type of map that dips in the middle and has high ridges around the edges.

visitors can't see pics , please register or login


Rather than hand-sculpting the landscape, perlin noise is used to break up the terrain and generate features such as hills and mountains. RGB maps are created that dictate where certain textures will be applied such as grass, rock, dirt, and sand; and individual alpha masks are used for where props will be placed such as trees and flora.
Eventually we would like to get to a point with the map system in-game where we can define a set of parameters for procedural generation of landscapes and implement logic for where vegetation and flora can be placed, to very easily and quickly create changes in the world.


With such quick changes on the map being a possibility, can those changes be caused by any event? Be it by player direct interaction or let's say "AI events"? Or just some specific triggers?


All in all, thanks for the detailed update tolonar, nice avatar.  :D

Happy holidays!
Title: Re: Dev Blog #3 Recent Work
Post by: enigmatic_stranger on December 18, 2015, 08:51:46 pm
Quote
For example, a spear consists of 3 main parts: the head, shaft, and buttcap
What different types of buttcaps do? :?
Title: Re: Dev Blog #3 Recent Work
Post by: F i n on December 18, 2015, 08:52:43 pm
What different types of buttcaps do? :?

They cap butts.
Title: Re: Dev Blog #3 Recent Work
Post by: BlueKnight on December 18, 2015, 09:17:58 pm

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Speargasm!!! <3
Title: Re: Dev Blog #3 Recent Work
Post by: enigmatic_stranger on December 18, 2015, 09:23:32 pm
They cap butts.
nice.
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Title: Re: Dev Blog #3 Recent Work
Post by: Byrdi on December 18, 2015, 11:08:10 pm
Looks great as always!
Also I like the way the post is structured, so big props to Tolonar (whoever she is :D)
Title: Re: Dev Blog #3 Recent Work
Post by: matt2507 on December 19, 2015, 01:02:24 am
Wait, who the fuck is tolonar?
Google is your friend:
https://www.google.fr/search?q=Tolonar&rlz=1C1ASUC_enFR653FR653&oq=Tolonar&aqs=chrome..69i57&sourceid=chrome&es_sm=122&ie=UTF-8
https://www.instagram.com/tolonar/

Tolonar is Miss Rachel, as simple as that.
That kind of structured post can only be make from a women hand.

Title: Re: Dev Blog #3 Recent Work
Post by: Leshma on December 19, 2015, 01:22:50 am
She seems interested into adding new skills to her skill tree. Seeing how many senior developers started from lowly positions of junior QA testers, we might see new community manager few years from now. They seem perfect company for person to improve, hell even Thomek became important part of development process.

Edit: After looking at that instagram feed, I devised a perfect plan to evict myself from this place once for good. But it is too early for that, so I'll keep my mouth shut for the time being :mrgreen:
Title: Re: Dev Blog #3 Recent Work
Post by: Miwiw on December 19, 2015, 02:29:17 am
New community managers for us need some hard skin though (if thats a description that fits?), unless they don't need to read/answer threads of course. ;)

Or well, we are quite mature anyhow.

Nice new blog and updates, enjoy seeing weapons/armor and beards especially.
Title: Re: Dev Blog #3 Recent Work
Post by: Horns_Archive on December 19, 2015, 04:38:03 am
My reaction to all of this:

(click to show/hide)
Title: Re: Dev Blog #3 Recent Work
Post by: Tristan_of_Erzoth on December 19, 2015, 05:32:49 am
Google is your friend:
https://www.google.fr/search?q=Tolonar&rlz=1C1ASUC_enFR653FR653&oq=Tolonar&aqs=chrome..69i57&sourceid=chrome&es_sm=122&ie=UTF-8
https://www.instagram.com/tolonar/

Tolonar is Miss Rachel, as simple as that.
That kind of structured post can only be make from a women hand.

Pictures with chadz? Do what we all want and deliver us pictures of his donkey thanks
Title: Re: Dev Blog #3 Recent Work
Post by: autobus on December 19, 2015, 07:53:08 am
What different types of buttcaps do? :?

Buttcap protects the rear end of shaft from splitting/damages, it also gives balance to spear for easier control of said spear. Aside from giving additional customisation option ofcourse.
Title: Re: Dev Blog #3 Recent Work
Post by: MacX85 on December 19, 2015, 08:44:39 am
Buttcap protects the rear end of shaft from splitting/damages, it also gives balance to spear for easier control of said spear. Aside from giving additional customisation option ofcourse.

I prefer Fin's answer   :|
Title: Re: Dev Blog #3 Recent Work
Post by: Panos_ on December 19, 2015, 09:29:50 am
https://www.instagram.com/p/-Yj30grnYC/?taken-by=tolonar


haha

chadz is like "Hey kids, wanna buy drugs??"  :lol:
Title: Re: Dev Blog #3 Recent Work
Post by: Molly on December 19, 2015, 10:31:00 am
https://www.instagram.com/p/-Yj30grnYC/?taken-by=tolonar


haha

chadz is like "Hey kids, wanna buy drugs??"  :lol:
More like "Hey kids, wanna buy drugs?? Oh... wait... I thought I had... hmm... guess I ate all the shrooms already :((((("

Edit: Oww... yea... nice devblog... so much reading tho... needs more video :wink:
Title: Re: Dev Blog #3 Recent Work
Post by: Eskil on December 19, 2015, 02:29:24 pm
Thank you for Dev Blog!  :)
Title: Re: Dev Blog #3 Recent Work
Post by: Guray on December 19, 2015, 04:55:59 pm
Good Job. Finally some satisfying info coming from your game. I am very happy for you guys. Great job indeed.
Title: Re: Dev Blog #3 Recent Work
Post by: Gravoth_iii on December 19, 2015, 07:26:04 pm
Finn doing gods work. The rest seems fine too.
Title: Re: Dev Blog #3 Recent Work
Post by: The_Bloody_Nine on December 19, 2015, 09:08:05 pm
Wasn't Urist the one suggesting stances a few years ago? :D

Doesn't matter of course, but I remember some discussion about it ages ago. Will be interesting to play, hope it works out fine!
Title: Re: Dev Blog #3 Recent Work
Post by: Leshma on December 19, 2015, 09:41:40 pm
Good decision not allowing decapitations or at least toning it down a lot. It can look rather silly... (https://youtu.be/0EVwamZgzeM)
Title: Re: Dev Blog #3 Recent Work
Post by: MacX85 on December 19, 2015, 10:00:11 pm
Good decision not allowing decapitations or at least toning it down a lot. It can look rather silly... (https://youtu.be/0EVwamZgzeM)

booh!  :evil:
Title: Re: Dev Blog #3 Recent Work
Post by: F i n on December 19, 2015, 10:04:11 pm
More like "Hey kids, wanna buy drugs?? Oh... wait... I thought I had... hmm... guess I ate all the shrooms already :((((("

Edit: Oww... yea... nice devblog... so much reading tho... needs more video :wink:

You can expect detailed Videos early 2016, updating you guys on our Early Access development.
Title: Re: Dev Blog #3 Recent Work
Post by: pogosan on December 19, 2015, 10:14:16 pm
Title: Re: Dev Blog #3 Recent Work
Post by: Jacko on December 19, 2015, 10:39:12 pm
When is alpha? Would pay for it.

For people from the community that supported us initially, before early access. Both alpha, though.
Title: Re: Dev Blog #3 Recent Work
Post by: 722_ on December 19, 2015, 10:57:30 pm
For people from the community that supported us initially, before early access. Both alpha, though.

so how outdated is the combat in the version we currently have?
Title: Re: Dev Blog #3 Recent Work
Post by: Jacko on December 20, 2015, 01:42:30 am
Very.
Title: Re: Dev Blog #3 Recent Work
Post by: F i n on December 20, 2015, 03:52:58 am
so how outdated is the combat in the version we currently have?

Do you know answering machines?
Title: Re: Dev Blog #3 Recent Work
Post by: Utrakil on December 20, 2015, 03:09:00 pm
One night chadz was visited by 3 ghosts and discovered one weird old secret to make the combat more up-to-date and flow easily, Doctors are Furious!

He realized that with a simple press of the 'tab' button, players can now quickly and easily toggle between targets before unleashing a devastating combo of moves from the quickbar!!! Woah!
:twisted: you have an evil mind. :evil:
Title: Re: Dev Blog #3 Recent Work
Post by: Golem on December 20, 2015, 03:32:09 pm
Do you know answering machines?
I feel like you may be hyping it too much, I don't want to be dissapoint.
Looking forward to trading girls and ripping off unsuspecting customers, though.  :lol:
Title: Re: Dev Blog #3 Recent Work
Post by: Byrdi on December 20, 2015, 03:54:19 pm
For people from the community that supported us initially, before early access. Both alpha, though.

Does this mean that it is only "early investors" who get to play the next alpha?
Or are you talking about the old alphabeta that we had months/year ago?

I personally would rather see all the fans have the opportunity to play the alpha than just us early investors.
I hate the thought of there being an A and B community :(

Anyway, I am really looking forward to the next alpha.
It was actually quite enjoyable the last time I played alphabeta and I hope you didn't scrap the whole combat system because there were a few cool features :D
Title: Re: Dev Blog #3 Recent Work
Post by: Leshma on December 20, 2015, 04:04:08 pm
Since they are obviously planning to enter early access program on Steam, how do you imagine them to allow everybody play an alpha when they have plans to ask money for it?
Title: Re: Dev Blog #3 Recent Work
Post by: Byrdi on December 20, 2015, 04:08:57 pm
Since they are obviously planning to enter early access program on Steam, how do you imagine them to allow everybody play an alpha when they have plans to ask money for it?

Sure. If they are on steam from the get go, then there wont be a problem.
The cRPG players who want to play the game can just buy it then.

I was just under the impression that they would do another round of community alpha before going on early access.
Title: Re: Dev Blog #3 Recent Work
Post by: Kalp on December 20, 2015, 09:02:02 pm
Igor has just arrived

(click to show/hide)

Quote
The base clothing is coloured neutrally so that color variations can be added to the game for character customization. For Early Access there will be a limited amount of colours that can be picked from, but we would like to implement a tool in the future that will allow players to pick their own colours, giving full personalisation to our most detail-orientated players.
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Title: Re: Dev Blog #3 Recent Work
Post by: [ptx] on December 20, 2015, 09:19:42 pm
I remember you mentioning that the persistent world campaigns will last ~3 months or so. Will the maps differ between these rounds? Will we have a static, hand-crafted map or a generated random map on each round?
Title: Re: Dev Blog #3 Recent Work
Post by: Schoi on December 20, 2015, 11:09:16 pm
I don't understand, how does everyone working on this game make money? Do they have side jobs or something?
Title: Re: Dev Blog #3 Recent Work
Post by: Tristan_of_Erzoth on December 20, 2015, 11:17:21 pm
I don't understand, how does everyone working on this game make money? Do they have side jobs or something?
AFAIK they have some mysterious backer who is funding the game development for them. Probably EA
Title: Re: Dev Blog #3 Recent Work
Post by: MacX85 on December 20, 2015, 11:50:06 pm
I don't understand, how does everyone working on this game make money? Do they have side jobs or something?

https://www.youtube.com/watch?v=z52DrQFi4c4
Title: Re: Dev Blog #3 Recent Work
Post by: Schoi on December 21, 2015, 03:16:18 am
https://www.youtube.com/watch?v=z52DrQFi4c4

Alright I watched the video again, one of them talks about how they received the financial support so that they can all move in together and have their own studio to work at and continue making the game. But I don't get it still, who gave them the financial aid?

AFAIK they have some mysterious backer who is funding the game development for them. Probably EA

It's Asheram GG
Title: Re: Dev Blog #3 Recent Work
Post by: Byrdi on December 21, 2015, 06:59:06 am
Alright I watched the video again, one of them talks about how they received the financial support so that they can all move in together and have their own studio to work at and continue making the game. But I don't get it still, who gave them the financial aid?

They haven't said. It is all very secretive :D
But it doesn't matter since the publisher/investor gave the devs full control of the project and freedom to do what they want :D
Title: Re: Dev Blog #3 Recent Work
Post by: Kadeth on December 22, 2015, 12:06:50 am
Dutchy sold all his looms to chinese players and is now the main source of funds for MBG.

I'm looking forward to seeing the new gameplay changes   :D
Title: Re: Dev Blog #3 Recent Work
Post by: Ikarus on December 22, 2015, 02:36:23 am
That´s one fine update, really good work there

As a wannabe-3D-Artist, it´s especially interesting to read through the detailed descriptions of what everybody has been working on, although not knowing about PBR showed me that I´m still only on the first couple of steps on the looooong stairway of 3d modeling...

Enjoy your christmas holidays, you deserved it!

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Title: Re: Dev Blog #3 Recent Work
Post by: Prox on December 22, 2015, 05:32:13 am
Buttcap protects the rear end of shaft from splitting/damages, it also gives balance to spear for easier control of said spear. Aside from giving additional customisation option ofcourse.

They were also used as maces once the spear shaft broke. PLEASE implement that into the game.

Also, LiF is attempting to make a persistent world. It has speed tree and voxel based mining which have some sort of memory leak build up. Not sure if they fixed the memory leak but at one point the trees would regrow faster then anyone could destroy them and kill the server. I don't know if it's speed tree or just there engine that can't seem to handle the build up.

I'm currently very worried about your game turning out similar to Life is Feudal. They use torque 3D engine. That said there game has vastly approved over the last year.
Title: Re: Dev Blog #3 Recent Work
Post by: Visconti on December 22, 2015, 06:54:55 am
stances sound awesome! exactly what i was hoping
Title: Re: Dev Blog #3 Recent Work
Post by: marco1391 on December 22, 2015, 03:45:46 pm
I'm really digging the spear models, they look beautiful

if questions are allowed I was wondering: for the "instant battle" mode is a levelling system(maybe with less grind) similar to crpg with something like proficiencies or points to spend being developed where we can have an personal build specialized in something?

thanks for the update!
Title: Re: Dev Blog #3 Recent Work
Post by: Hellsing on December 22, 2015, 04:25:07 pm
https://www.instagram.com/p/-Yj30grnYC/?taken-by=tolonar


haha

chadz is like "Hey kids, wanna buy drugs??"  :lol:
My favorite is where Cmp *Jacko (sry) and Zimke are looking like having a nice long smoke in their hand, and it's not looking like a cigarette.. Also these shiny eyes :3 This instagramm stalking was gold ty matt
(click to show/hide)

Godd to see you guys come along greatly :) looking forward for new years news :) have some nice days off :)
Title: Re: Dev Blog #3 Recent Work
Post by: The_Bloody_Nine on December 22, 2015, 04:28:41 pm
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Some guys...
Title: Re: Dev Blog #3 Recent Work
Post by: vipere on December 22, 2015, 06:14:21 pm
missclicked, fixed
Title: Re: Dev Blog #3 Recent Work
Post by: Panos_ on December 23, 2015, 08:49:17 am
My favorite is where Cmp and Zimke are looking like having a nice long smoke in their hand, and it's not looking like a cigarette.. Also these shiny eyes :3 This instagramm stalking was gold ty matt
(click to show/hide)

Godd to see you guys come along greatly :) looking forward for new years news :) have some nice days off :)


jesus christ, was it going on with chadz and all his V neck t-shirts  :lol:
Title: Re: Dev Blog #3 Recent Work
Post by: Beauchamp on December 23, 2015, 09:43:53 am
the first real update in the history, congratz!
Title: Re: Dev Blog #3 Recent Work
Post by: Butan on December 23, 2015, 01:15:53 pm
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Title: Re: Dev Blog #3 Recent Work
Post by: Vibe on December 23, 2015, 01:58:57 pm
Oh just noticed this devblog. Well first off, welcome to the forums tolonar.

Secondly, awesome devblog. Reminds me of Rust devblogs where it's revealed what each developer is working on and they're really descriptive, just as this one. I hope you can keep these devblogs coming somewhat regularly.

Thirdly, I know the plebs can only appreciate bloodshed and fights, but us bourgeoisie people can appreciate Autobus' great work such as this fine piece of clothing:

(click to show/hide)

My oh my, gold coins in my pockets jingle as I start planting my trouser tent.
Title: Re: Dev Blog #3 Recent Work
Post by: Hellsing on December 23, 2015, 02:20:17 pm
All time favorite:
cmp has been making really nice-looking shaders with PBR values for the maps and in-game assets, and has also been improving and fixing up lots and lots of bugs for both the general engine and the tools he has built for importing assets into the game.
...he doesn’t want to talk about it much.
Cmp does tons of stuff but dosn't want to talk about it :D
Well don't mind, your time is kinda worthy at this state, we all know your kind of genius - without your work nothing would be progressing.

But still I would love to have a dev blog just about the progress of the engine/assets implentation at some point, since it's quite a huge and important topic for the whole game..
Title: Re: Dev Blog #3 Recent Work
Post by: MacX85 on December 23, 2015, 04:36:17 pm
Thirdly, I know the plebs can only appreciate bloodshed and fights, but us bourgeoisie people can appreciate Autobus' great work such as this fine piece of clothing

Indeed. But I'll take a little bit of the credit as well (modeling)
Title: Re: Dev Blog #3 Recent Work
Post by: Macropus on December 24, 2015, 12:50:04 am
My favorite is where Cmp and Zimke are looking like having a nice long smoke in their hand, and it's not looking like a cigarette.. Also these shiny eyes :3 This instagramm stalking was gold ty matt
(click to show/hide)

Godd to see you guys come along greatly :) looking forward for new years news :) have some nice days off :)
That's not CMP though, it's Jacko.  :rolleyes:
Title: Re: Dev Blog #3 Recent Work
Post by: Hellsing on December 24, 2015, 03:51:00 pm
Still dosn't look like a cigarette..
But  :oops: ty I havn't know :o
Title: Re: Dev Blog #3 Recent Work
Post by: CrazyCracka420 on December 24, 2015, 05:09:00 pm
I don't understand, how does everyone working on this game make money? Do they have side jobs or something?


They code from under the desk of some rich c-rpg players (I Like the hand holding of the devs under the table, it's a nice touch of solidarity)

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Title: Re: Dev Blog #3 Recent Work
Post by: Tomas_Miles_again on December 31, 2015, 09:32:40 pm
Tbh I'd love to see some retrospective musings on implementing physically based rendering, despite the fact that most of it would go over my head.
Title: Re: Dev Blog #3 Recent Work
Post by: Nordwolf on January 18, 2016, 05:06:20 pm
Hey guys are you planning to do monthly dev blogs, or release blogs every time enough content is acquired?

PS: I'd definitely prefer monthly blogs, even if it's just some small things.
Title: Re: Dev Blog #3 Recent Work
Post by: F i n on January 18, 2016, 06:56:46 pm
Tolonar's got her hands full with creating the next vid update :).

Just be patient for a few more days!
Title: Re: Dev Blog #3 Recent Work
Post by: Gaz.Spencer on January 19, 2016, 09:35:17 am
There is hope!
Title: Re: Dev Blog #3 Recent Work
Post by: Hecur on January 21, 2016, 08:14:51 am
Hope this gonna be 132 min video
Title: Re: Dev Blog #3 Recent Work
Post by: Gaz.Spencer on January 21, 2016, 06:04:03 pm
More like 2-3 minutes  :D.
Title: Re: Dev Blog #3 Recent Work
Post by: chadz on January 21, 2016, 06:28:12 pm
Current evidence suggests around 10 to 15 minutes.
Title: Re: Dev Blog #3 Recent Work
Post by: Jona on January 21, 2016, 06:31:00 pm
Current evidence suggests around 10 to 15 minutes.

Nice, if it's posted in time I'll have something to do during my lunch break.
Title: Re: Dev Blog #3 Recent Work
Post by: Gaz.Spencer on January 21, 2016, 06:32:48 pm
Nice, if it's posted in time I'll have something to do during my lunch break.

So nice to be a student in holidays  :D
Title: Re: Dev Blog #3 Recent Work
Post by: Jona on January 21, 2016, 06:33:34 pm
So nice to be a student in holidays  :D

Ah yes, good times indeed.
Title: Re: Dev Blog #3 Recent Work
Post by: Gaz.Spencer on January 21, 2016, 06:35:43 pm
Ah yes, good times indeed.

And then the holidays end.... And I can't play games all day  :cry:
Title: Re: Dev Blog #3 Recent Work
Post by: Jona on January 21, 2016, 06:40:44 pm
And then the holidays end.... And I can't play games all day  :cry:

Nah, you totally can. Playing crpg is how I made it through most of my classes.  :wink:
Title: Re: Dev Blog #3 Recent Work
Post by: Gaz.Spencer on January 21, 2016, 06:43:11 pm
I can usually play about an hour a day atleast, hopefully.
Title: Re: Dev Blog #3 Recent Work
Post by: The_Bloody_Nine on January 22, 2016, 12:51:00 pm
Current evidence suggests around 10 to 15 minutes.

aww, I quickly read this yesterday and thought "new devblog in around 10 to 15 minutes"
Title: Re: Dev Blog #3 Recent Work
Post by: chadz on January 22, 2016, 02:59:25 pm
http://forum.melee.org/general/dev-blog-4-battle-maps/