Some things I mentioned during the gameplay.

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KnZ

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The game is really breathtaking, that's true, but it could be made even better imho))
The first thing I mentioned is poor sound effects... When you ride a horse aiming your lance right into your opponent's heart, you should hear not the medieval bla-bla-bla music, but some fast and rythmic composition. That was first. The second is that your combat sounds are very unnatural - metal-to-metal clinging is not metallic, pain sounds are not quite persuative and so on. If you'll make some really good sfx, the game would be much more realistic.
Next. It would be great if you'll make blood, horse- and footprints stay on earth.
Ah, yes, I nearly forgot. I think you should add "Mouth widthheightform" to face generation - I missed this option much when I was sculpting my character's face.
And maybe you should make it possible to pick up your fallen enemies' weapons and arrows from ground during battle?
And one last thing - I think that strikes speed is quite slow. If you'll swing your sword like player characters do, you won't pierce even leather jacket))
 
The graphical/audio thingies will be tuned when the core mechanics are done :smile:
Good suggestions though. The weapon swing animation irks me a bit too :razz:
 
Agreed on those sound issues.

The one I'd especially like is louder horses. You know, really thundering, for great charges.

Also it's annoying when you're sniping footmen and five knights sneak up on you at full speed from behind.
 
That's all true... Some say that "The graphical/audio thingies will be tuned when the core mechanics are done" - that's true too, but developers should know in what direction they should work) And about animation - the best combat anim I've ever seen was, maybe, in Blade Of Darkness - all moves there were very natural. Now I'm playing this monsterously interesting game for ****teen time, and I've noticed why I thought anim isn't very good here. All the swing in M&B is done w/ the same speed - you start to swing with one speed and finish it with the same - that's not right. Such heavy weapons like two-handers and battleaxes have a great momentum - and it is used to deal more damage to your opponent. But you CAN'T just start swinging it with some initial speed - you need to accelerate it from your starting position... I know that slow fighting animation is for players to react on enemy's swing, but you could do the same by reducing the starting speed of strike and increasing its acceleration, so it would be almost impossible to parry a strike when it has almost reached target, but it is still possible to block it when you start to do it the same time your enemy starts strike. (Please forgive me my poor English btw =)) )
One more thing I want to see in the final release - some kind of side dodging, so you can press, for example, jump button+strafe button and you get a fast side step, which will help you to avoid a lance strike, or a strong overhead greataxe blow.
 
the best combat anim I've ever seen was, maybe, in Blade Of Darkness

We discused how great this game was in another thread. I definatly think it would be worth armagans time to try and find a copy of this game, and play it a bit.

Me longs for dismemberment in M&B... when I land a swing with my heavy fighting axe directly on the side of some peasents neck, I realy dont think his head should stay attached. :smile:
 
Yeah) Severance (in both meanings - the game and dismemberment) rulezz)) I hope Armagan won't have any problems in making this feature, just as any others we suggest on this forum. We all want to make a game of our dream - and this is our chance)))
 
KnZ:

I agree 100% on your point about animations. I'll overhaul them so that inertia of weapons are felt better. Thanks for your suggetion.

About music: The game's music is the best we can get for our development budget. I would love to go and license Conan's soundtrack, but that's not a realistic possibility. :smile:

We will hopefully be improving the sounds during development. We need some time for that.
 
I agree. The music is generally well done. Doesn't always fit the battles, but then I kind of like the jarring effect of some calm tune playing while people are getting butchered. The whole "switch music to rousing score when battle begins" thing is getting kind of old.
 
Well, I'm not complaining about the quality of music - it is made good, but it really sometimes mismatches the game situation. Leave what is done untouched, but askyour composer to write some more rythmic compositions and start playing them when, for example, engaged in combat... I think music matters VERY MUCH in the creation of atmosphere - many games were only playable because of their perfect-written soundtrack.
I'll repeat, even if you leave things untouched, it'll be a great game, but if you spend some time tweaking music, it'll be even better!
Head on, Armagan, this is the most perspective game project I've ever seen!
 
I like the music, especially when it kicks in as im lancing people down :razz:


I do think it fits quite well.
 
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