Täitsa lõpp! Liikumine (jooksmine) andis natuke soovida, aga tehnoloogia... midakurrrrrrrat.
See maailm, see ilu. Open world! Esimese asjana hakkasin mõtlema, et "mida kurat blizzard tegi kui nad 10+ a diablo 3ga tegelesid?". Eks tulevad siiski erinevad mängud, aga fuk.... tulevik. Vat selle mängu puhul loodan küll, et tehakse ära.
Kas kellelegi äi silma ka mingi oletatav kuupäev, mil asi võiks valmis saada, kui leiab finantseerimist?
Nimi on küll nagu mingi jiujitsu...ootame vaatame. _________________ Füsioteraapia alane hindamine & nõu ¤ treeningfilosoofia & toitumine ¤ kaela- ja õlavöötme lihaspingete leevendamine
blokeerimine on automaatne, kuid mängija peab ise oma tegelase suunda korrigeerima, et blokk efektiivne oleks:
tsitaat:
As the combat is at the moment, we only have swinging weapons. Every attack is chosen out of a set at random, and while each have their perks, it's up to you to react and adjust your aim, or even cancel it (by simply letting go of the mouse button) in favour of parrying. It makes for very skilful gameplay whilst being hugely dynamic and simple to operate. Parrying is automatic, but you're at the mercy of physics, and learning to rotate your character so your parrying arm is better placed to deflect the incoming blow is key.
This is very, very early combat you're looking at here. Think typical isometric game, where all you can do is left-click. If you were watching someone play the third installment of a game who's name I shall not mention, and all the person was doing was left-click attacking, I think it would be far less enticing. We are going to have special strikes you can incorporate into your build and even stabbing weapons as either an alternate attack, or more specialised weapons like spears. These will be pin-point accurate, based on our epic collisions and bring in a whole new play-style to the early gameplay you're seeing in our videos. We would also like to include double-tap behaviours for dodging and a wide variety of close-quarters utility thaumaturgic powers.
kilpidega enam-vähem sama lugu:
tsitaat:
Shields will play an important role in defensive melee combat, and instead of providing a static defensive bonus, when you aren't attacking you will adopt a sort of bracing stance. It will be up to you to angle the shield into blows, and allow you to perform bashes and other offensive maneouvres. Skill points are very limited, and choosing to incorporate a shield into your build will be a significant build choice, rather than just a damage/defence tradeoff.
paraku on kickstarter neil suht halvas seisus, kõigest üle kolmandiku on kogutud ja aega jäänud vaid 7 päeva...
Nimi on selline, et rahvas kardab koikalakestega mängu...
Idee on jah hea, aga üsna algtasemel on nad ka, ju sestap ka raske maha parseldada. _________________ Füsioteraapia alane hindamine & nõu ¤ treeningfilosoofia & toitumine ¤ kaela- ja õlavöötme lihaspingete leevendamine
Ei usu kahjuks õnnestumisse.
Väga vähe ette näidata
- lahe tech demo kuid üks mees tegi? edasine arendamine käib paratamatult meeskonnas ja see ei ole küll innustav
-varasemast kogemust mängude tegemisel ei ole
-storyst ei räägita
-kickstarterti kommentaaridest kumab välja negatiivset suhtumist kahtlejatesse mis ei ole edasiviiv
Algus ongi kuradima raske. Pole erilisi vahendeid midagi teha ja keegi ei toeta ka enne, kui sul midagi ette pole näidata.
Antud juhul on probleemiks suur potentsiaal mida selline mängumootor võimaldaks, kuid enamik tabab ära, et selle potentsiaali realiseerimiseks on vaja korralikku ressurssi ja pädevat tiimi. Ning Indie-projektina on täiesti algajatelt vbl veidi palju loota sellist asja.
Vast korjab projekti mõni muu mängufirma üles ning pakub ressurssi. See tunduks nagu üks paremaid lahendusi hetkel.
Mängu mootor ja võimalused tunduvad igastähes väga lahedad. Visuaalne aspekt ning tegelaste manööverdamine ja võitlus näitavad igastähes suurt potentsiaali. Aga jah, tahaks näha siinkohal tegijat tiimi, kes sellest ka korraliku mängu valmis teeksid.
We've got some pretty cool features planned for our inventory system. We're going to be using a "slotless" inventory system. In practice this means there's over a hundred slots and you don't see them. This allows you to equip many combinations of things, rather than being limited to articles of clothing or armour that cover a fixed part of your character's body.
To make clothes we use a dedicated cloth simulator and other tools we've developed. This allows us to make realistic clothes very quickly and easily. It also allows clothes to change depending on what else you're wearing. For example, long trousers will tuck into boots realistically.
ITEM PROPERTIES
tsitaat:
Items will have properties that make sense. You won't be just wearing as many items as possible because they confer stat bonuses. You will wear specific items because they do something useful or because you like the way they look.
Most items you find will be fairly mundane. However a good, well balanced weapon can be a significant upgrade over a crude weapon; an armour made of well tempered plates that interlock cleverly and is well padded can provide a huge advantage in terms of protection, manoeuvrability and even things like insulation. Such items can also carry a high monetary value.
There will however also be a great many items with much more special qualities. These won't be randomly generated items that make no apparent sense, they will have plausible though sometimes quirky qualities, you will get a sense that someone designed them with a purpose. These items will be well hidden and well guarded, they won't just spawn at random. If you defeat an opponent you will be able to take whatever they have equipped and they will have been using this equipment to combat you.
SET ITEMS
tsitaat:
There will be items that benefit from being used in unison. Again these will typically not just provide a statistical bonus, they may produce new effects or perhaps not function correctly until worn or used together. Even mundane items may provide an advantage when matched, for example, pieces of armour made from the same smith are likely to meet better providing better coverage and manouverability.
Eks see olegi peamine jah. Kui näha, et projekt saab teoks ning Dev'id ka pidevalt postitusi teevad siis tekib ka teistel see kindlus panustada. Eks tundmatusse tegijasse, kes vaid mõned jupid infot andnud on ikka raske alguses raha matta.
Kuidas see asi toimub nagu?
Kas inimesed nagu kannavad raha sinna, või lubavad et kannavad? Hiljem kui selgub et tuli summa kokku, siis kõik peavad kandma või kui summa ei tule kokku siis kantakse tagasi või kuidas sellega on?
Kuidas see asi toimub nagu?
Kas inimesed nagu kannavad raha sinna, või lubavad et kannavad? Hiljem kui selgub et tuli summa kokku, siis kõik peavad kandma või kui summa ei tule kokku siis kantakse tagasi või kuidas sellega on?
tsitaat:
If the project succeeds in reaching its funding goal, all backers' credit cards are charged when time expires. If the project falls short, no one is charged. Funding on Kickstarter is all-or-nothing.
Many people found the poor running motion in our latest video quite distracting so we made an immediate effort to improve it. There also seems to be quite a lot of confusion about how the combat works so we made a new, more detailed explanation of the controls as they are in their current state.
There is a lot of room for improvement in the animation system in general and inevitably it draws people's attention. While we do want to continue improving animation we're currently focusing on other aspects of the game.
You may notice that at times the characters seem off balance and recover somewhat unrealistically. While this is relatively easy to improve in a way that would look better in a video it would also take away control from the player by causing involuntary steps and shuffles. We're prioritising gameplay, better to have something that's fun to play and not just nice to watch! That said we can probably improve this but again we don't consider it a priority right now.
tundub ikka väga tasemel mänguna võrreldes teiste RPGdega
*Kui ARMA proovib tänapäeva sõjapidamist realistlikult simuleerida, siis see on RPG mängude ARMA.
sa ei või postitada uusi teemasid siia foorumisse sa ei või vastata selle foorumi teemadele sa ei või muuta oma postitusi selles foorumis sa ei või kustutada oma postitusi selles foorumis sa ei või vastata küsitlustele selles foorumis sa ei saa lisada manuseid selles foorumis sa võid manuseid alla laadida selles foorumis
Hinnavaatlus ei vastuta foorumis tehtud postituste eest.