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Author Topic: AoD April Update  (Read 68609 times)
Oscar
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« on: April 07, 2011, 12:33:34 pm »

Welcome to the first (but not last) monthly update for AoD! I'm pretty sure you have been asking yourselves "What are these lazy bastards doing?", so yesterday I thought that we should give you an update every month to show that we are not fucking around and we are committed to release this game.

The plan is to release a demo as soon as possible, with all the features of the full game. So let me tell you about what we have been doing in the past months:

We are implementing all combat related actions, effects and animations. That includes:

- Acids
- Bombs
- Flurry of Daggers
- Repeating Crossbow Burst
- Impale
- Brutal Deaths
- Bolas
- Liquid Fire
- Shield Bash

Most of them are fully implemented (we are working on liquid fire and shield bash right now), and some need some tweaking on the visual department (bombs and acid particles, mostly).

We also added some nice visual improvements to the combat, like opponents being pushed back by the spear interrupts instead of walking backwards, and blood splashes on the terrain for very damaging attacks.

Apart from that, we made lots of improvements to the performance of the game (as you saw on the update I posted), and we did a huge performance improvement of the NPCs. Right now are killing the loading screens in Teron, so that you get a more seamless experience. Also Vince is working on adding more options to the quests, and also on flavor text and descriptions to spice up the game. We also have some news on the GUI and ending slides, but we'll share them later with some nice pics.

Once we are done with the combat improvements, we are making a small video to show them to you Wink
« Last Edit: April 07, 2011, 02:14:20 pm by Oscar » Logged

"Hasta la victoria, siempre."

"Who has time? But then if we do not ever take time, how can we ever have it?"
goodson
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« Reply #1 on: April 07, 2011, 02:18:04 pm »

sweety
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galsiah
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« Reply #2 on: April 07, 2011, 02:25:58 pm »

Good to hear.

Is thrown-weapon recovery in the works / already in?
Will Vince's flavour texts cover more detailed combat feedback? (e.g. near-misses, wild swings, aimed[head] misses, near-criticals...)

It'll be nifty when there's more than just the combat to complain about Smile.
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Oscar
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« Reply #3 on: April 07, 2011, 02:36:47 pm »

Good to hear.

Is thrown-weapon recovery in the works / already in?

Not yet.

Will Vince's flavour texts cover more detailed combat feedback? (e.g. near-misses, wild swings, aimed[head] misses, near-criticals...)

Nope. It's quite down on our current to-do list. More like on "would be nice to have if we have time to spare".

It'll be nifty when there's more than just the combat to complain about Smile.

Oh, I'm pretty sure there will be a lot of bitching, you can count on that Wink
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« Reply #4 on: April 07, 2011, 03:01:46 pm »

I thought that we should give you an update every month
Nice and very welcome idea ! Approve

We also have some news on the GUI and ending slides, but we'll share them later with some nice pics.

Once we are done with the combat improvements, we are making a small video to show them to you Wink
Even more welcome ! 8)

We are implementing all combat related actions, effects and animations. That includes:

- Acids
- Bombs
- Flurry of Daggers
- Repeating Crossbow Burst
- Impale
- Brutal Deaths
- Bolas
- Liquid Fire
- Shield Bash

Most of them are fully implemented (we are working on liquid fire and shield bash right now), and some need some tweaking on the visual department (bombs and acid particles, mostly).

We also added some nice visual improvements to the combat, like opponents being pushed back by the spear interrupts instead of walking backwards, and blood splashes on the terrain for very damaging attacks.

Apart from that, we made lots of improvements ...
All reads very nice and interesting, too. But still ...

The plan is to release a demo as soon as possible, with all the features of the full game.
... it's a long, long way to the top, if you want to rock'n roll release AoD, I'm afraid ...

Hope I live long enough. Roll Eyes
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Vahha
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« Reply #5 on: April 07, 2011, 03:22:08 pm »

 galsiah

Great news, great news. Only what about testing the newly introduced combat features for balance? To make sure that, say, dagger flurry doesn't overpower dagger or shield bashing + hasta or balanced dagger + liquid fire won't be an exploit or that arrow burst does't make xbow much more preferable than throwing or bow... These things should be thoroughly checked before the demo is released I believe.

Give us your devoted followers a small technical combat alpha-pre-demo, and then you can fuck around for several more months no problem, we will be your ecstatic testing monkeys Smile
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Oscar
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« Reply #6 on: April 07, 2011, 03:48:11 pm »

We will do a private beta testing before the release of the demo Wink
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Vahha
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« Reply #7 on: April 07, 2011, 03:57:18 pm »

 Panic  Panic Panic Salute Approve
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Oscar
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« Reply #8 on: April 07, 2011, 03:59:09 pm »

... it's a long, long way to the top, if you want to rock'n roll release AoD, I'm afraid ...

Thankfully, we are not afraid of that. With all the systems fully in place, releasing the full game is not too far away.
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LibertyRansom
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« Reply #9 on: April 07, 2011, 04:13:36 pm »

I appreciate the monthly updates and look forward to the demo.
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Wened
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« Reply #10 on: April 07, 2011, 05:02:10 pm »

Can i play as an elven archer?
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TailSwallower
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« Reply #11 on: April 07, 2011, 07:38:08 pm »

Can i play as an elven archer?

Personally I'm looking forward to playing an Orcish Shaman.
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Fryjar
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« Reply #12 on: April 07, 2011, 08:38:21 pm »

Have you included additional idle animations for the npcs since the combat demo? I remember you planned to do that back then.
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Oscar
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« Reply #13 on: April 07, 2011, 10:18:23 pm »

Not yet, but we did add several ambient ones, with characters carrying amphoras, baskets, boxes... And also several "talking" animations.
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Dicksmoker
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« Reply #14 on: April 08, 2011, 03:54:06 am »

- Brutal Deaths

Do we get a Bloody Mess perk too?
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