Kinstrife - Historical Action RPG with Physics-based Combat

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great!!
takemymoney.jpg

but in steam

good luck and best wishes with it!!!

but we have live/dead/unrealised many games in classik medieval setting: warband/bannerlord,  chivalry/mordhay, of kings and men/ war of roses/wikings , cingdom come...
may be better idea make it on other setting more earlier or later (still no good games/mods about conqistadors)

good luck best wishes!
 
for example ... there gauls(or celts) im think ... near Roman empire setting  popular too  but more rare (not many good games)

 
It's entirely possible I'm experiencing something similar as when I first started playing Exanima. But I'm having trouble making my character do anything I want.
I'll try to get used to it, but it seems to me right now that some of the controls are a bit counter-intuitive and impractical. (like choosing direction of attack by moving IN the direction of the attack. Maybe I'm too used to Warband, but it makes me look too much in that direction and miss what I was aiming at.)

A mouse sensitivity slider would be nice, the mouselook feel is a bit sluggish.
 
Thanks for the kind words everybody! It really means a lot :smile: And it feels good to be back.

Styo said:
Looks interesting, How often will the playable builds be released (Monthly, Quarterly, etc)?
We haven't set this in stone, but I currently estimate we'll be shipping a patch roughly every other week (we have a patching system in place, so no need to download and re-install every time.) The next few weeks/patches we'll be fixing bugs and work on usability improvements based on the feedback we're getting. Getting armed combat ready for showcasing is also a top priority, of course; even if just at a basic level. However, we have also begun work on some pretty big (but boring) technical things in the background, like a better data management system (which, on the bright side, will be one of the corner stones of modding support and essential for pretty much every further step of the development down the line.) So that's going to take up quite a bit of our time as well.
But since we're still at a rather early and volatile state of development (and we're not working on this full-time, yet) it's hard to make rigid schedules at the moment.

vaso said:
but we have live/dead/unrealised many games in classik medieval setting: warband/bannerlord,  chivalry/mordhay, of kings and men/ war of roses/wikings , cingdom come...
may be better idea make it on other setting more earlier or later (still no good games/mods about conqistadors)

Thanks! Once gameplay has been expanded to actually qualify as such, we'll be making the move to steam. You're right, there are a lot of games with in a high/late/low fantasy medieval setting right now. Quite frankly (we're trying to be pretty open about how and why we do things), going for this setting was a bit of a strategical move, because (a) there's quite a large audience for this setting (which is why it's so 'vanilla') and (b) there's just a lot more third party (graphics) assets we can use to speed up development.
But our goal with this project is to create a platform for historical games. If our plan goes through, we'd love to explore settings that haven't really been getting much attention in games so far (Mayans? Rajput kingdoms? Celts, like that setting we've been messing around with before? Who knows!). We also try to design/architect the game with modding in mind (seeing how we both started out as modders!). Since we're a small team, this is likely not going to be Bethesda levels of modding tools, and more along the lines of the glorious motherland (M&B).

Mr.Milker said:
It's entirely possible I'm experiencing something similar as when I first started playing Exanima. But I'm having trouble making my character do anything I want.
I'll try to get used to it, but it seems to me right now that some of the controls are a bit counter-intuitive and impractical. (like choosing direction of attack by moving IN the direction of the attack. Maybe I'm too used to Warband, but it makes me look too much in that direction and miss what I was aiming at.)

One of the main reasons we're going public at this level is because we want to build up the combat system with feedback from people familiar with and passionate about the genre. The controls in particular aren't set in stone and we've been having a lot of discussions and brainstorming sessions on how to go about it. We are happy to hear feedback on the controller in particular; it's quite hard to see a system like that for what it is when you've been working and tweaking it for weeks and weeks.
Character controls in physics based games are pretty difficult, it's a very fine line between breaking responsiveness or breaking the feeling of inertia and physical movement. But we're also open about where the sweet spot in that trade-off is for this game. If the community comes up with some interesting & clever ways on how to go about the controls, we may also consider implementing a few prototypical versions of suggestions and let you guys chime in about what you like best.
And we'll try to squeeze in a quick mouse sensitivity option for the next patch! :smile:

Rallix said:
I'm backing you guys. 5 Denars. I'm excited about this.
Looks like I'm your first patron too.
:party: Indeed you are! We've been considering closing down Patreon for now, as it didn't really seem to be taking off. But it seems like you're a trendsetter, seeing how there's a second Patron now.

It's super motivating to hear people are excited about this game (before going public we sometimes weren't sure if it's only going to be us  :iamamoron: )
 
If you're perhaps not planning some kind of stealth (using the binary crouch system you currently have), I'd suggest trying out a similar system to Exanima's - an "analog" crouch where tapping and holding the button makes a difference in how much you crouch.
I absolutely love it in E. as it allows for some fun emergent gameplay. You can duck and evade, it allows you to change attack height/level unexpectedly, and it also adds a bit of velocity and therefore power to overhead attacks.

Also if you already have some kind of attack debug visualization, it'd be cool if players could toggle it on. (like Warband has those arrows showing which side the opponent is attacking from, I would love to see how the game determines which of the four directions I'm trying to attack from. Deadzones and all that. I'm still having trouble to do that reliably.)
 
I posted a gameplay change suggestion onto your forum. Pls send your thoughts/replies.
Guess I'll share it here too:
Currently the situation for the attack system looks like this:

Free camera movement until you chamber an attack.
When attack is chambered, any movement of the mouse throws a swing from the direction the mouse starts to where to mouse is going, within the confines of the attack animation.

Effectively this locks the view of the player and their swing to wherever you decided to click and chamber a swing from, whilst still allowing strafing footwork.

I think the change to make is to introduce a second click into the attack process.
You click and then your character chambers an attack, and moving the mouse both moves the view and where the chambered swing is going to come from.
So you can move your camera and change your chambered attack direction before committing to a swing. The second click will initiate the swing from wherever your character is currently chambered, and lock the character's torso movement for the duration of the swing, like it is now.

I think you guys have stumbled onto something magical. With this change, you will have the opportunity to introduce a huge depth to this game. Effectively it creates a stance/guard system, intuitive and organic to the attacking system. All the while, ignoring the horrible ugly feinting system of Warband. Instead the player will move fluidly and naturally between different attack directions/animations.

Just right clicking to guard will cancel a chambered swing.
 
Really cool to see you oldtimers are still around! :lol:

Mr.Milker said:
If you're perhaps not planning some kind of stealth (using the binary crouch system you currently have), I'd suggest trying out a similar system to Exanima's - an "analog" crouch where tapping and holding the button makes a difference in how much you crouch.
I absolutely love it in E. as it allows for some fun emergent gameplay. You can duck and evade, it allows you to change attack height/level unexpectedly, and it also adds a bit of velocity and therefore power to overhead attacks.

Also if you already have some kind of attack debug visualization, it'd be cool if players could toggle it on. (like Warband has those arrows showing which side the opponent is attacking from, I would love to see how the game determines which of the four directions I'm trying to attack from. Deadzones and all that. I'm still having trouble to do that reliably.)
Hey dude :smile: Appreciate you giving the game a go and the feedback.

We're both fans of the Exanima combat system and the crouching mechanic definitely adds emergent gameplay there with all the elements you described. Making the crouch "analog" isn't an issue, but we also implemented a dodge (SpaceBar) that has you duck under or lean away from incoming attacks. Stealth is something we're still undecided on, but very interested in exploring (e.g. for ambush scenarios).

In trying to model a relatively realistic combat system we decided to put footwork at the basis of all moves. This means that whenever an attack is initiated, the upper body and lower body animations are paired and played on top of each other. So any attack can be paired with any kind of footwork - and this is where we want most of the emergence to come from. For instance, you can take a small step forward, or a big lunge (if you hold shift and the direction).

We have an attack debug visualization and will include it in the options menu in an upcoming patch that gives you some minor options including your suggestions.

Adorno said:
I would be careful moving to Steam anytime soon, and risking poor reviews.
It's very rough, and I'm having difficulty understanding the combat - but loving how the character falls  :smile:
We're not going on Steam anytime soon for that reason. :smile:

Combat currently takes a bit of time to get the hang of, but it'll be improved upon and made more accessible going forward. Would a tutorial be of help here?

Rallix said:
I posted a gameplay change suggestion onto your forum. Pls send your thoughts/replies.
I'll be replying there!

Thanks everyone for the support and feedback, it's been awesome!
 
Right, I know about the dodge.

Now, I'm not saying to make it like Exanima entirely. What I like about the analog ducking is that it allows me to do various things with this one button. (dodge, angle etc.)
The dodge you have is useful, but I also wish there was a quick step dodge to put some distance between me and the enemy. (double tapping directions in Exanima does this)

I think my main big issue is the inability to properly attack, which I suspect might be related to the mouselook feeling really slow and unresponsive at the moment.
 
Jeffrey Lynn Goldblum said:
But we still have capital controls(partly) here. If you don't go to Steam, how am I going to give you my money?  :sad:
How will we be protected from the rabid masses and their review bombs? :razz:

BTW, you could simply get the game on Itch and then add it to your library as an external game. For us it'll only make sense to launch on Steam with the proper alpha, when we've polished the core combat mechanics and added the basis for campaign gameplay. This will likely only be at the end of the year at the very earliest.

Mr.Milker said:
Right, I know about the dodge.

Now, I'm not saying to make it like Exanima entirely. What I like about the analog ducking is that it allows me to do various things with this one button. (dodge, angle etc.)
The dodge you have is useful, but I also wish there was a quick step dodge to put some distance between me and the enemy. (double tapping directions in Exanima does this)

I think my main big issue is the inability to properly attack, which I suspect might be related to the mouselook feeling really slow and unresponsive at the moment.
Agreed with the quick step! Only reason that's not in yet is because we've still to create the animations for that. :smile: It would likely be mapped to shift as a rapid/explosive locomotion, but we could very well add options to map it to e.g. double tapping the direction.

I get the frustration - over the coming weeks we'll be adding options for the look and combat controls, as well as polish the defaults with your feedback. Hopefully you should be able to try some presets and discover the settings that do work for you.
 
Man, I can't buy it.  :sad:
I don't have any particular love for Steam -on contraire- but it allows pre-paid cards, which are the only ones that are allowed for external trades. PayPal could be an option, but they have a charge of ~1€ per trade, just because the buyer is Greek and evidently must pay for the wrongdoings of governments past, which I find unjust. Shame.

I am really looking forward to the game, though. I am willing to wait for a Steam launch.
 
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