Been following this as Project Slasher for a while now, they only recently revealed the move to UE4 (from Unity).
This is probably one of the first videos out for it which is fit for consumption by people who haven't been actively following it.
[video=youtube;0EVwamZgzeM]http://www.youtube.com/watch?v=0EVwamZgzeM[/video]
Still pre-alpha (they've moved engines recently, are potentially planning a kickstarter next year afaik), and funky animations are to be expected.
But basically -- chivalry inspired combat game developed by some dedicated chivalry fans into a standalone, well balanced and fun multiplayer fighting game.
As someone who plays chiv primarily for the combat, yep.
Ahhh, sweet gore!
Parry and stab windup animations need to be improved a bit, but other than that it looks amazing.
Really hope this will be better than Chivalry, also hope my friend will get me into the alpha testing for this game already come on dave
[QUOTE=mrkaki;49349067]Parry and stab windup animations need to be improved a bit, but other than that it looks amazing.
Really hope this will be better than Chivalry, also hope my friend will get me into the alpha testing for this game already come on dave[/QUOTE]
Not sure if they've started any alpha testing since the engine reboot yet, but hopefully when they do the AU community might be able to chime in.
The anims are likely heavily WIP, tbh the ones they were using in unity were more solid, but I'm under the impression all of them are there for the sake of being there, and are yet to be touched up or finalised.
i dont really like how every hit severed heads, it looses its charm if it happens to often
maybe they just wanted to show off the disemberment i guess. if they aim for realism swords shouldnt cut of torsos and shit in half when people are wearing armor either
but it looks cool
[QUOTE=Kentz;49350027]i dont really like how every hit severed heads, it looses its charm if it happens to often
maybe they just wanted to show off the disemberment i guess. if they aim for realism swords shouldnt cut of torsos and shit in half when people are wearing armor either
but it looks cool[/QUOTE]
Decaps are probably happening with a killing blow to the head/neck, so not exactly frequent. Personally I'd be fine with 100% chance of decap on slashes, but only if they do indeed land in the neck region, just so that they're still reliably there, but less common.
They aren't really aiming for realism, they're aiming for balance, fun and competition -- while I'm sure we'd love a knight grappling simulator, it just doesn't translate well into a game, so trying to be too realistic with damage systems would leave us standing around wailing on each other's plate until someone passes out from exhaustion.
I'm pretty sure they also tested out small vulnerable regions too (i.e. groin, underarm, inner elbow, behind the knees, visor slit) but it made things feel too random (given the pace of combat, the enemy, yourself and your camera moving around in your face). So at the moment they're looking at effectively a rebalanced chiv style "everyone can hurt everyone, but resistances apply", sans the class resistances (no classes, just what bits of armour your wearing, which I assume means region based resistances too)
I hope they make the attacks go a bit faster, I don't think it'd ruin balance, it'd simply make reaction time much more important. The one thing I didn't like in Chivalry is that the attack animations moved at a glacial pace, which made combat sluggish and threw off my instinct for when the dodge or block because I'm like "he's attacking, I better block now!" but I go way too early because the slash animation takes literally a full second to play out.
[QUOTE=Rebi;49350290]I hope they make the attacks go a bit faster, I don't think it'd ruin balance, it'd simply make reaction time much more important. The one thing I didn't like in Chivalry is that the attack animations moved at a glacial pace, which made combat sluggish and threw off my instinct for when the dodge or block because I'm like "he's attacking, I better block now!" but I go way too early because the slash animation takes literally a full second to play out.[/QUOTE]
Combat in the unity version was faster, on average exchanges in this seem faster paced compared to chiv thanks to clashing and chambering. But swings potentially taking longer than a miss timed or preemptive parry is important in this and chiv - to fight effectively you had to read your enemy and have a feel for the weapon they're using, not just parry knowing there's no way you could miss their attack. Even in chiv you can have very rapid exchanges of ripostes, it just depends on the weapons and players' play style
[QUOTE=Rebi;49350290]I hope they make the attacks go a bit faster, I don't think it'd ruin balance, it'd simply make reaction time much more important. The one thing I didn't like in Chivalry is that the attack animations moved at a glacial pace, which made combat sluggish and threw off my instinct for when the dodge or block because I'm like "he's attacking, I better block now!" but I go way too early because the slash animation takes literally a full second to play out.[/QUOTE]
The swords were actually designed to be slow like you described in Chivalry.
It added another layer to skill ceiling, actually, as you could use drags (changing where you aim to change the speed of attacks) to spice up your offense. Attacks with the same weapon could be really fast (up to a certain degree depending on the weapon), or really slow (again, up to a certain degree depending on the weapon).
This encourages you to read your opponent's attack animation and wait for the majority of his windup to end before actually parrying, which in turn also helps with feint reading.
Looks like kingdom come: deliverance.
[QUOTE=BANNED USER;49354356]Looks like kingdom come: deliverance.[/QUOTE]
Don't think kingdom come is multiplayer oriented though. As good as the weapon physics based impacts and stuff is, I doubt it translates well to fair netcode. The combat in kingdom come seems clunkier too, but the underlying system the clunky combat interface is driving seems solid.
[editline]20th December 2015[/editline]
I'll admit that the grassy small town wooden fenced dueling arena area reminds me of it tho
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