Is this going to be full gamemode?
If so, are you going to make the maps yourself or will you use already existing ones?
I really like the looks of it.
[QUOTE=ollie;38979306]Is this going to be full gamemode?
If so, are you going to make the maps yourself or will you use already existing ones?
I really like the looks of it.[/QUOTE]
It's not a full game-mode, It's integrated into sandbox, Mostly because it gives me a bit more freedom.
I admit, I'm a horrible mapper and i have no intention on mapping anything, But a few of my friends are good at that sort of thing, So that might be my answer.
Where can i download this
looks fucking awesome
Where are the voices in the Vol & Focus Combat video from? They sound familiar.
[QUOTE=_Maverick_;38979537]Where can i download this
looks fucking awesome[/QUOTE]
It's not up for download right now, You can see at the top i mentioned people asking for a thread, Sorry.
[QUOTE='[POR]Shoterxx;38979544']Where are the voices in the Vol & Focus Combat video from? They sound familiar.[/QUOTE]
I wont disclose the source, I'm sure you'll have fun finding out for yourself.
[QUOTE=Magenta;38979577]It's not up for download right now, You can see at the top i mentioned people asking for a thread, Sorry.
[/QUOTE]
hurry up, i need this
[QUOTE=Magenta;38979577]I wont disclose the source, I'm sure you'll have fun finding out for yourself.[/QUOTE]
to me it sounds like very highly edited cuts from the HL2 rebels
... or alyx
Seems very similar to Dark Messiah. Which is a good thing.
[QUOTE=_Maverick_;38979622]hurry up, i need this
to me it sounds like very highly edited cuts from the HL2 rebels
... or alyx[/QUOTE]
I don't know how to answer that, Are you demanding me to hurry up or are you asking me?
Its neither of those sources, But it IS a source engine game.
[QUOTE=Azza;38979638]Seems very similar to Dark Messiah. Which is a good thing.[/QUOTE]
That was my main inspiration for starting this project actually. Dark Messiah was amazing.
[QUOTE=Magenta;38979642]I don't know how to answer that, Are you demanding me to hurry up or are you asking me?[/QUOTE]
asking, begging and pleading
It's like getting a song stuck in your head that you don't know the name of
[QUOTE=_Maverick_;38979658]asking, begging and pleading[/QUOTE]
Dont hurry this.
Coding takes time, and im pretty sure that when this releases, you will be pleased.
[QUOTE=Matsilagi;38979715]Dont hurry this.
Coding takes time, and im pretty sure that when this releases, you will be pleased.[/QUOTE]
but do it as quickly as possible without rushing it
[QUOTE=comet1337;38980161]but do it as quickly as possible without rushing it[/QUOTE]
Seriously?
Theres no way to take that as no rushing, just wait please...
You are fucking amazing. Holy shit.
[QUOTE=comet1337;38980161]but do it as quickly as possible without rushing it[/QUOTE]
Which is the equivalent of asking someone to go quickly, but take their time doing so.
Anyway, how will the enemies in Seven Swords be handled (AKA: Will enemies like the Combine Elites or Striders go down easily with seven players instead of one player)?
And are you [B]considering/implementing[/B]more features and possible teamwork for navigation, like giving another player a lift or helping them jump further; will there also be times where players can't get up, requiring either a difficult recovery or a hand (somebody with fatigue is holding onto a ledge, and either needs to be helped up or recover gradually whilst trying to hold on: kind of like 'I Am Alive' with the Extreme Effort, though not necessarily button mashing)?
Might seem a bit drastic when the focus is on strength-in-numbers combat/possibly puzzles, but with this players would use the rest feature regularly, and it would encourage helping each other out. I mean, if five people died, and there were seven players total...that'd give them a reason to help each other out, if the difficulty changes depending on how many players are actually on the server. The co-operation for both getting other players further ahead, and helping weakened ones, would ensure that no one gets left behind.
[QUOTE=Matsilagi;38980194]Seriously?
Theres no way to take that as no rushing, just wait please...[/QUOTE]
that was the joke
[QUOTE=GameAdict;38980560]Which is the equivalent of asking someone to go quickly, but take their time doing so.
Anyway, how will the enemies in Seven Swords be handled (AKA: Will enemies like the Combine Elites or Striders go down easily with seven players instead of one player)?
And are you [B]considering/implementing[/B]more features and possible teamwork for navigation, like giving another player a lift or helping them jump further; will there also be times where players can't get up, requiring either a difficult recovery or a hand (somebody with fatigue is holding onto a ledge, and either needs to be helped up or recover gradually whilst trying to hold on: kind of like 'I Am Alive' with the Extreme Effort, though not necessarily button mashing)?
Might seem a bit drastic when the focus is on strength-in-numbers combat/possibly puzzles, but with this players would use the rest feature regularly, and it would encourage helping each other out. I mean, if five people died, and there were seven players total...that'd give them a reason to help each other out, if the difficulty changes depending on how many players are actually on the server. The co-operation for both getting other players further ahead, and helping weakened ones, would ensure that no one gets left behind.[/QUOTE]
The enemies weaknesses and strengths vary between Your play style, And your element.
Here is a quick example.
You're fighting zombies, Your element is Light, You have low power daggers and a long bow.
You can't do much damage with the daggers, And the enclosed swarm of zombies gives you no room to use your bow, Your light magic for healing yourself isn't as strong as healing other players, This is a bad situation.
Now, You're fighting zombies, Your element is fire, You have a low power short sword, And a tier 2 shield.
You can equip the shield and block the zombies attacks without getting tired, Since shields drain less stamina than parrying with a sword does, While you're blocking the zombies with your shield, Your mana is slowly regenerating, Soon enough, You have 50 mana, You cast "Fire Aura", Killing the surrounding zombies with AOE Flames.
Teamwork can be many things, Light players can heal people who get knocked out, Allowing them to wake up exactly where they got K-O'd instead of at a restoration point, Earth can use Shard to boost players higher with the rocks that are created.
Teamwork also comes into the magic system, Where you can combine many elemental spells to create others.
A good example is if a Fire element casts a Fire ball into an Earth elements Earthquake, You create a Magma Quake, It practically turns the earth quake into a high damaging burn quake that launches mini fireballs every 1.2 seconds.
[QUOTE=Magenta;38980937]
A good example is if a Fire element casts a Fire ball into an Earth elements Earthquake, You create a Magma Quake, It practically turns the earth quake into a high damaging burn quake that launches mini fireballs every 1.2 seconds.[/QUOTE]
shut_up_and_take_my_money.jpg
[QUOTE=_Maverick_;38981052]shut_up_and_take_my_money.jpg[/QUOTE]
There's a fair amount of these combos, too, enough that you'd be able to sit and experiment with things for a while
[QUOTE=Magenta;38980937]The enemies weaknesses and strengths vary between Your play style, And your element.
Here is a quick example.
You're fighting zombies, Your element is Light, You have low power daggers and a long bow.
You can't do much damage with the daggers, And the enclosed swarm of zombies gives you no room to use your bow, Your light magic for healing yourself isn't as strong as healing other players, This is a bad situation.
Now, You're fighting zombies, Your element is fire, You have a low power short sword, And a tier 2 shield.
You can equip the shield and block the zombies attacks without getting tired, Since shields drain less stamina than parrying with a sword does, While you're blocking the zombies with your shield, Your mana is slowly regenerating, Soon enough, You have 50 mana, You cast "Fire Aura", Killing the surrounding zombies with AOE Flames.
Teamwork can be many things, Light players can heal people who get knocked out, Allowing them to wake up exactly where they got K-O'd instead of at a restoration point, Earth can use Shard to boost players higher with the rocks that are created.
Teamwork also comes into the magic system, Where you can combine many elemental spells to create others.
A good example is if a Fire element casts a Fire ball into an Earth elements Earthquake, You create a Magma Quake, It practically turns the earth quake into a high damaging burn quake that launches mini fireballs every 1.2 seconds.[/QUOTE]
So, the possibilities are endless?
Im liking this idea...
[QUOTE=Magenta;38980937]A good example is if a Fire element casts a Fire ball into an Earth elements Earthquake, You create a Magma Quake, It practically turns the earth quake into a high damaging burn quake that launches mini fireballs every 1.2 seconds.[/QUOTE]
For some reason, that sounded like Pokemon to me...
[QUOTE='[POR]Shoterxx;38982576']For some reason, that sounded like Pokemon to me...[/QUOTE]
That would be because Pokemon have elements like Fire, Earth etc.
And they also have moves like that.
[SUB]I barely play Pokemon[/SUB]
It's less like Pokemon, since Pokemon's elemental type system is akin to a rock-paper-scissors approach to fighting, since everything has a type it's good against, and one that it's weak against
The elements we use here don't exactly have a weakness or an advantage over another, it's more a change in playstyle, so, what element you choose has less of an impact on the outcome of a battle than the players' skill
dat animation
[editline]26th December 2012[/editline]
but seriously, magenta, you should film yourself animating and post it on youtube. Maybe some people on facepunch will realize their talent with animating from watching you.
[QUOTE=Marlwolf78;38983426]It's less like Pokemon, since Pokemon's elemental type system is akin to a rock-paper-scissors approach to fighting, since everything has a type it's good against, and one that it's weak against
The elements we use here don't exactly have a weakness or an advantage over another, it's more a change in playstyle, so, what element you choose has less of an impact on the outcome of a battle than the players' skill[/QUOTE]
Also remember that all of this is realtime, making it with a quickier combat approach, not turn-based.
[QUOTE=Matsilagi;38983665]Also remember that all of this is realtime, making it with a quickier combat approach, not turn-based.[/QUOTE]
I've said before, My main inspiration for seven swords was Dark Messiah, but the main reason it was, Is because dark messiah's combat system was Fluid and Fast, Unlike chivalry which is clunky and slow.
[QUOTE=Matsilagi;38983665]Also remember that all of this is realtime, making it with a quickier combat approach, not turn-based.[/QUOTE]
Which influences our choice to reject something that's like a rock-paper-scissors system, since a turn based system is more strategy based, whereas an active combat system requires more reflex and quick thought. You don't have as much time to think, and therefore, your actions should be dictated by what you can do off the top of your head, and not something that you can sit back and organize
[editline]26th December 2012[/editline]
Granted, this is in a PVP situation, maps can allow for a bit more planning due to the staggering of enemy encounters/ rest areas
[QUOTE=Marlwolf78;38983777]Which influences our choice to reject something that's like a rock-paper-scissors system, since a turn based system is more strategy based, whereas an active combat system requires more reflex and quick thought. You don't have as much time to think, and therefore, your actions should be dictated by what you can do off the top of your head, and not something that you can sit back and organize
[editline]26th December 2012[/editline]
Granted, this is in a PVP situation, maps can allow for a bit more planning due to the staggering of enemy encounters/ rest areas[/QUOTE]
Must be interesting using that + the old Dark Messiah mappack.
I think i still have it somewhere, if not, im pretty sure the FP thread for the pack still exists...
Also, i would take my guess on the voice from Legend of Zelda and/or Left 4 Dead
[QUOTE=Matsilagi;38983935]Must be interesting using that + the old Dark Messiah mappack.
I think i still have it somewhere, if not, im pretty sure the FP thread for the pack still exists...
Also, i would take my guess on the voice from Legend of Zelda and/or Left 4 Dead[/QUOTE]
If not, it's not as if those maps aren't in a state where they can't actively be used
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