• King Arthur's Gold - Nobody Touch My Gold
    179 replies, posted
Posted my suggestion on their forum: [quote]I think it'd be pretty sweet if at some point you implemented a system of achievement which resulted in the achiever receiving some form of aesthetic display. I was pondering a few ways you could do this non-intrusively and I remembered a game I played recently, Hammerfight, and as one progressed through the levels, you'd receive awesome and impressive capes of various lengths and decoration, as you killed more creeps and progressed through the game. Physically these would billow and sway as you maneuvered about. This would be pretty sweet, maybe it could be milestoned at 50/100/250/500/1000/2500/5000/10000 kills for your primary kill cape (red) and this would determine the length (more kills = longer), other capes would be other colours and these would be recognizable to some extent, perhaps a blue and brown striped cape could represent a masterful boat builder for example? Secondly I was reminded of titles from Wurm online amongst other games. Within this game I think it'd be pretty cool if you could set a title before your name, optionally of course! Mine 500 blocks? Miner Grasshopper Kill 500 enemies with an axe? Slayer Chuck Kill 5000 enemies with a rapier? Dance Master Forel Have the most kills of anyone with a claymore? Braveheart Pan Kill 500 enemies with a bow? Archer Robin Kill 2500 enemies with a rifle? Sniper Sioux Kill 100 dragons? Dragonslayer Rupert Bring down 50 airships with a harpoon? Whaler Poseidon I also thought about custom plumage colours and coat of arms, the plumage would sit atop your helment and draw colours from your customizable coat of arms. Perhaps when you are killed, the coat of arms is displayed impressively in the middle of the screen and it shows you some of the players stats (You got killed by Rajah, bringing his total kills up to 5830 and kills with a bomb up to 192) The coat of arms would be editable on the site and could range in size from absurdly small (16x16) if you wanted to have it displayed a lot (perhaps above peoples heads) to a nice high detailed size (1024x1024) with discernable features. Maybe new shapes and stuff to use could be unlocked through playing a lot and these could represent your awesomeness (5000 kills with a bow might unlock you a new bow shape) and editing it could be locked to twice a week or maybe once a week, or perhaps cost some of your currency (which would otherwise be spent on new swords and dragon eggs). Thanks.[/quote] [url]http://kagforum.com/viewtopic.php?pid=8052#p8052[/url]
I think It's a fantastic idea. Hopefully they do too.
Just gonna put it out there, I'm now one of the developers of this game :)
Awesome. Is there anything you can tell about an upcoming update?
For the test build or the main release?
I just want to know what will come in the next update for the normal game.
Well most importantly network lag fixes and a graphics/design overhaul. I'm currently working on the archer bots. Oh, that too. Bots.
Bots! Awesome. That means we can have a bunch of archers sitting back at the base and shooting loads of arrows at enemy knights coming towards the castle.
[QUOTE=joost1120;31824217]Bots! Awesome. That means we can have a bunch of archers sitting back at the base and shooting loads of arrows at enemy knights coming towards the castle.[/QUOTE] Right now the archers are basically aimbotting snipers. They know exactly where you are and exactly where to aim or move to be able to aim.
Ouch. There should a be small randomization in it.
[QUOTE=joost1120;31824632]Ouch. There should a be small randomization in it.[/QUOTE] There will. There are still many things I need to fix in their AI but I'm sure I'll have something to show soon.
This game kicks ass so fucking hard. Add me to the list: EdwinLinkomies
[img]http://localhostr.com/files/AWUdezo/KAG%202011-08-19%2022-46-13-10.gif[/img] They're.. [I][U]too good.[/U][/I]
So the update was released for the game with following changes:. [url]http://kagdev.tumblr.com/post/9136812191/eyecandy-build-released[/url] [code]Changes 90-123: - only builder has ground sight - new tree leaf sprites - fixed leafs not appearing from non destructed trees - new ground tile graphics - gold blocks glitter - added big dirt pieces fallout of dug ground - fixed mapcycle maps loaded on load map in menu - fixed floor in window castle tile - door has floor if castle block underneath - new castle background blocks look different in different context - added castle top bricks ornamentation - recoded tile rendering to use mesh buffers (much faster) - fixed clantag bracket - separated foreground from background map layer (trees, spikes, solid blocks etc. are drawn in front of players) - added clouds - HUD can now display names and health after death - new minimap icons - fixed minimap not appearing on zoomout - fixed enemy outposts and flags not appearing on minimap - fixed minimap out of border icon positions - fixed infinite loop caused by setting score_limit to 0 - added possibilty to load gm script file in mapcycle (useful to change game rules or add entities) - fixed multiple tents saved on map - outposts, hearts and catapults are saved on savemap - fixed hearts dissapearing if full health archer or builder pick them up - game rules can now limit classes - game rules now define default materials count on respawn - added tree branch destroy effects - trees properly drop - added ambient sound - added smoothness variables to map generator files which determine the steppiness of the map - gold now concentrates in middle of map - move map scripts to Maps folder - added natural background dirt tiling - added semi-procedural ambient piano music when lonely - tree block takes 3 hits to chop - new png map format colors - unified minimap colors with png map - added team colored bridges and door to minimap - change door open mechanics (doors react to direction keys) - power bar loads up/down continously - power bar stays at maximum position longer - knight can only jab or hit with full power - knight power slash adds speeds - added sword hit knock back - improved actor sprites - removed dead actor collisions - charged arrows knock back - louder charged “pop” sound - knock down lasts until fallen on ground - all players collide - fixed team kills giving points - changed screenshot format to .png - screenshots can be taken with PRINT SCREEN button too - archers can duck with crouch button to hide - added damage heart indicators - added bloodsplat on hit - fixed bottom of map collision - map cycle is reloaded every map (can be edited while server is running) - block can be dropped by builder only while holding crouch - fixed outpost giving 3 hearts - added default fall damage - temporary fix for camera going bananas - players retrieve their points and statistics on rejoining a server - even more votes needed for players with good score - builder earns points only by placing similar blocks next to each other - increased running speed - archer releases arrow if killed - added console variable /v_fastrender (set to 1 to increase FPS) - new combat move: jumping on enemy stuns him; or shield down causes damage - increased falling max speed - fall damage has 3 stages depending on fall velocity: slight stun, 1 heart damage; death - knight max charge time increased slightly - knight slash takes 1.5 hearts - added small blood splat for 1 heart damage; big blood splat for more damage - new combat move: double slash - out of screen sprites rendering optimization - sprite depth sorting is based on y position - spikes give more damage at fall damage velocity - removed menu vote kick - fixed spikes not spiking dead bodies - added server variable \sv_gold_only (aka Gold Server; allow only premium account players to play) - added server variable \sv_allow_globals_mods (i set to 1 global KAG moderators and admins can kick/ban players) - added player colors in scoreboard (green - moderators; yellow - premium) - tree gives 2 arrows now - knockback makes you fall from ladder - servers browser now shows gamemode, passworded and gold server info - fixed server not loading next map in map cycle after round won - fixed clients disconnecting while server map generation - bridges don’t open from beneath - title image stretches on different resolutions - ladders save from fall damage - fixed blood particle steppy offsets - fixed multiple resupplying on tent - removed resupply timer / resupply only works until moved off tent / healing works always - bomb is dropped on knockback - fixing giving materials on tent/outpost - outposts are 2x tougher - added wall bump sounds - no spawning on tent in capture - shield pushes everyone not shielded - pushing shield against enemy with high velocity causes knockback - fixed gibs emitting blood - added new main menu items: [Video->Smooth shader] hq2x pixel smoother; [Video->Less effects] for faster backgrounds; [Sound->Volume] type the volume between 0.0 and 1.0 (sorry for not adding a gauge yet); [Sound->Ambient music] - added block labels in menu - requirement for support while building removed - fixed admin menu cmds on localhost [/code]
Played my first game today. Wow it was a lot of fun but when someone decided to take down our forts, it started to ruin my mood.
This game is so fucking great. So much potential. Will definitely buy it if he wants to sell it. I think MM is quite an underrated developer. So little talk about him, yet he makes really nice things.
[QUOTE=Swebonny;31846646]Will definitely buy it if he wants to sell it. [/QUOTE]They are going to sell a version with redone graphics afaik, atleast that's what I've gathered from my conversations with geti on the subject. iNova probably has a better idea of what's going on.
Also I saw a post about Gold servers, where people who buy premium can only join. Will probably be grief free.
[QUOTE=Swebonny;31846646]This game is so fucking great. So much potential. Will definitely buy it if he wants to sell it. I think MM is quite an underrated developer. So little talk about him, yet he makes really nice things.[/QUOTE] He's a smart programmer, he made Soldat after all, he constantly delivered updates for it an so on, he also has his priorities as he's doing coding for life. He's definitely a very experienced coder. Also a new blog post. [quote]Damn, this release was tough. I’m constantly fixing stuff and there’s still a bunch of issues.I have to postpone gold servers and editor doesn’t quite work. Sorry about this, all will resolved in the following days. [b]I should do releases more frequently in the future so problems don’t pile up.[/b][b]On a side note: surprisingly skybridges prevent stalemates and push the gameplay forward. Because there are 3 paths (underground/ground/sky). I have to think of a better way to do that (balloons?)[/b]. [I]MM[/quote] I would rather have more frequent updates too, but yes new update brought more changes which I like.[/I]
[QUOTE=Appolox;31849183]He's a smart programmer, he made Soldat after all, he constantly delivered updates for it an so on, he also has his priorities as he's doing coding for life. He's definitely a very experienced coder. Also a new blog post. I would rather have more frequent updates too, but yes new update brought more changes which I like.[/I][/QUOTE] Yeah he's great. I was a crazy follower of Soldat. It was actually their forums that led me to Facepunch. I wonder if he's using the same engine as the one he made for Link Dead. The flow and the menus kinda reminds me of it. I'm glad his main focus is on this game though.
[QUOTE=Swebonny;31849370]I wonder if he's using the same engine as the one he made for Link Dead.[/QUOTE] Yep.
One thing I can't STAND is when I've been in a long awesome battle and suddenly someone votes for a new game. Reaaally pisses me off.
Signed up
I wish i could play this game online, but it just crashes when i login.
[QUOTE=Dead snipe;31881245]I wish i could play this game online, but it just crashes when i login.[/QUOTE] I'm pretty sure the server is down right now, sorry about that.
Sorry I've been gone for so long. Apparently this thread slipped out of my 'read' tab. [QUOTE=iNova;31823017]Just gonna put it out there, I'm now one of the developers of this game :)[/QUOTE] Winner. [QUOTE=juGGa;31827798]This game kicks ass so fucking hard. Add me to the list: EdwinLinkomies[/QUOTE] Added. [QUOTE=iNova;31829099][img]http://localhostr.com/files/AWUdezo/KAG%202011-08-19%2022-46-13-10.gif[/img] They're.. [I][U]too good.[/U][/I][/QUOTE] SUHHHWEEEET. [QUOTE=Giacomand;31845403]Played my first game today. Wow it was a lot of fun but when someone decided to take down our forts, it started to ruin my mood.[/QUOTE] Want to be added to the players list? [QUOTE=Swebonny;31846646]This game is so fucking great. So much potential. Will definitely buy it if he wants to sell it. I think MM is quite an underrated developer. So little talk about him, yet he makes really nice things.[/QUOTE] Link-Dead and Soldat being some awesome games he's also made. [QUOTE=Giacomand;31847542]Also I saw a post about Gold servers, where people who buy premium can only join. Will probably be grief free.[/QUOTE] Yep. Do you have gold? I was thinking about making my server gold-only. [QUOTE=slamex;31870624]Signed up[/QUOTE] What's your name, I can add you to the list. [QUOTE=iNova;31881277]I'm pretty sure the server is down right now, sorry about that.[/QUOTE] Just updated to 126, right? I just updated my server. Should be up again. [b]Please[/b], if you play, post your in-game username so I can add you to the list [b]Also[/b], 126 changelog: [quote=MM]- fixed game crash 1 - fixed game crash 2 - fixed editor not working - clouds don’t render on “Less effects” option - fixed doors not opening on ladders - fixed bot kicking - fixed player leave game message - support required on very high constructions (near high map border) - increased team unbalanced respawn time difference - increased crouched hitbox - fixed tents falling - fixed tree stub not regrowing - fixed weird block behaviour on trees - fixed tree regrowing bugs - fixed shadows appearing on trees - added server variable “sv_deltapos_modifier” (higher than 1.0 uses less bandwidth but game will be more laggy; less than 1.0 will use more but will be more accurate) Changes 123-124: - bridges require support - removed immunity on tent - fixed premium ban spam on server - Linux dedicated server performance version released - Linux client version out[/quote]
Add me to the list, please. Ingame name: Seven50six6
[QUOTE=The-Spy;31886750]Add me to the list, please. Ingame name: Seven50six6[/QUOTE] Added.
Add me too. MaverickiB.
Add me. DeadSnipe
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