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879844 Posts in 33010 Topics- by 24381 Members - Latest Member: MinuteMan

May 25, 2013, 04:48:30 AM
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1  Player / General / Re: What are you listening to at the moment? on: May 24, 2013, 06:05:56 AM
I just bought Celldweller's album - Soundtrack For The Voices In My Head Vol. 02, its rad
http://www.youtube.com/watch?v=KfHCHgWusHM
2  Developer / DevLogs / Re: Kingdoms Rise - Multiplayer Sword Fighting on: May 24, 2013, 06:03:38 AM
Thanks for the nice words guys!
This week we got around to trying out throwing axes, edge climbing and weapon holstering, see?
http://youtu.be/6Y6d6Q1Xoos
3  Developer / DevLogs / Re: BROFORCE (Online/Local Bro-op Platformer-Shooter with Explosions and Action) on: May 23, 2013, 06:08:45 AM
reminded me of liero so i upvoted the shit out of it
4  Player / General / Re: siggraph 2013 on: May 23, 2013, 04:29:06 AM
now to design a game based entirely around bending, creasing and tearing digital sheets of paper!
5  Developer / DevLogs / Re: Kingdoms Rise - Multiplayer Sword Fighting on: May 22, 2013, 05:23:31 PM
new logo work again!
6  Developer / DevLogs / Re: Kingdoms Rise - Multiplayer Sword Fighting on: May 22, 2013, 03:36:39 PM
This is looking quite nice so far.

About the name, though: why Kingdoms Rise? (Other than the fact that everyone is just arbitrarily sticking "Rise" and "Rises" on the end of their franchise names lately.) "Kingdoms Rise" sounds to me like a plot-driven, single player aRPG rather than a multiplayer fighter. I'd pick Kingdoms Clash, or Kingdoms Battle, or Kingdoms Brawl, or Kingdoms Duel, or...well, pretty much anything indicating that this is a fighting game.

Well this game is based on our old half-life 2 mod called 'Kingdoms Collide' so all those other names like 'Clash' and stuff sounded a bit too similar

Also we are wanting the game to feel deeper than a fighting game, our fantasy universe has a fair bit of lore/plot behind it and we wanted KR to introduce some of it through the tutorial or any other single-player parts the game may feature.

Honestly I'd never really thought about people needing the name to indicate the game is about combat since 95% of games seem to be about combat of some form.
Not many game's I can think of have names that are informative at all, they are generally kinda arbitrary
7  Developer / Technical / Re: Unity now free for mobile? on: May 22, 2013, 06:35:51 AM
no one is going to mention the popped collar?
8  Developer / DevLogs / Re: Kingdoms Rise - Multiplayer Sword Fighting on: May 22, 2013, 04:59:00 AM
I think those are cracks not veins. Dunno  Shrug

But her left hand look weird as hell. Index finger should not bend that far back. And her wrist is thin as well. Dunno again  Shrug x2.

Also a question: Is trailer going to be like cutscene or are you going to show off gameplay more?

Yeah, those lines are meant to be cracks in the rock, it doesn't look great on sketchlab since it's so blurry/compressed

The finger and stuff i might fix later, but ultimately this is an relatively insignificant asset, just meant to liven up an environment a bit, it doesn't deserve the time and effort that I would give to a player or sword etc. So I try not to get caught up on details like this, or I wouldn't be able to develop as fast as I do.

As for the trailer, It's all going to be in engine and mostly use existing anims, so it's kind of going to be like machinima

but it won't actually be about the gameplay, I'm thinking that could be a problem tho, so I may make either a separate "gameplay only" trailer or tag some in game footage onto the end of the "cinematic" vid
9  Developer / DevLogs / Re: Kingdoms Rise - Multiplayer Sword Fighting on: May 22, 2013, 12:35:38 AM
Hoping to see this in a few months time then Smiley
How much do you plan to pre-sell the game at?

Have't really decided yet, but I'm thinking people people get it really early on it will be around 10$, then buying it later will make it more and more expensive up to it's full price of 20-30 ish

In other news, today I finished the statue, made some sounds and also a skull, I'm trying out this HTML5 embadable model viewer, check it out

elf_statue.FBX (click to view in 3D)


skull.FBX (click to view in 3D)

10  Developer / DevLogs / Re: Kingdoms Rise - Multiplayer Sword Fighting on: May 21, 2013, 04:43:49 AM
Awesome as always Smiley
Any ETA on when we'll be able to play this in some way?
Well we are starting work on our first kind of "trailer" thing i guess,
the video is mainly meant to draw some attention to our greenlight page (which will be made at the same time as the video)

After that rubish we'll be working purely on getting the game ready for other normal people to enjoy and when we're happy that it's a robust enough build, we'll pre-sell access to it

Hoping all that will take less than 2 months,
Ideally I would like video+greenlight page made in the next few weeks

Then a playable alpha ready for pre-sales a few weeks after that

But yeah, we've never made a cinematic video before, so I have no idea how long all the choreography, fraps'ing editing, etc. will take :S
TLDR: As soon as it's possible, which we can't really predict when, sorry  Concerned
11  Developer / DevLogs / Re: Kingdoms Rise - Multiplayer Sword Fighting on: May 21, 2013, 03:11:07 AM
Here's an update on the statue
12  Developer / DevLogs / Re: Kingdoms Rise - Multiplayer Sword Fighting on: May 20, 2013, 08:05:27 PM
couple of things i'm working on at the moment;

a 'hunter' themed armour set


and a random statue to drop into an environment at some stage

13  Player / Games / Re: Razer Hydra on: May 20, 2013, 04:02:59 PM
I've tried one out before, I wouldn't call it a "high quality game controller" at all.
It's pretty impressive the way it uses black magic to track the 3d position of each stick, but that's about all it does well. Trying to use it has a mouse was horrible, it's terribly shakey and inaccurate (like a Wii mote, only worse) and tires out your arms 100 times faster than using any normal game controller.

I have difficulty thinking of a game that would it the hydra well (aside from surgeon simulator) but if you can think of game that suits being played with 2 floating objects in the position of your hands, go ahead, otherwise stick with something normal I think.
14  Player / General / Re: Let's see what proportion of Tiggers have put out a game. on: May 19, 2013, 05:17:15 PM
I can foresee these stats being slightly wrong since people who HAVE made games are more attracted to voting in this poll, people with zero games are less likely to admit it where they don't have to.

I would also like to see this same question asked about games that have a certain standard of weight for example;

-games released commercially  (not just free web games)
-games with x number of players  (games played by more than just immediate friends and family)
-games that have passed vetting from greenlight, apple app store etc.
-games that have won awards or been reviewed

Not to say that there is less value in free/small games/prototypes, but the stats go bad when someone with 20 flash prototypes is up next to someone who has shipped 20 braids, meatboys, limbos etc.
For the numbers to make sense, we have to all be talking about the same quantifiable thing (as much as possible)
15  Player / Games / Re: What are you playing? on: May 19, 2013, 05:05:38 PM
I really like Banner Saga: Factions, I wouldn't have know it was out if it wasn't for the TIGs front page.

It's really fun, but I think units take way too much grinding to build, it wouldn't be so bad if I knew that other people also had to grind to stat their lineup people can just pay their way to gaining team power :S

Still, love the gameplay mechanics, love the art style
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