BNS Marko said:Does your 'fame' as you grow in the eyes of the audience have any impact on the progress?
Austyboo ^_^ said:Haven't posted yet so first I want to say it's good to see you back 'round the community, and the game looks cool.Highelf said:Yay random screenshots from game I'll make an update video (there is plenty to cover!) probably this week.
Is there anything you'd want as a must-have, or are looking forward to about a gladiatorial combat game like this?
As for a gladiatorial game, absolutely. There was so much absurd style and flair about the games and so little of it has made its way to games. I actually started, but abandoned before I decided to go public with it, a M&B mod based around the idea. My goal was really to capture all the different styles and difficult circumstances gladiators were forced to adhere to. So what I'd really like to see is some of those ideas. Say a highly protective helmet, but it heavily restricts breathing and vision, like the Secutor - plus his usual foe, the Retiarius, who was very lightly armoured (only one arm) but was given a net and trident.
There are far more than those, of course, but I don't so much mean the specific examples as the concept. Bizarre equipment and circumstances that have to be adapted to.
kraggrim ?️ said:A crowd that reacts to the action would be cool.
Weaver said:Have you considered adding more content though?
I really love the visual style and I love M&B-style arena feel. But if it's just a melee arena period... I mean, imagine if M&B was shrunk down to arena fights only. That would be a game for two evenings at best.
If you haven't yet, you might want to take a look at Exanima's arena mode for inspiration.Highelf said:Weaver said:Have you considered adding more content though?
I really love the visual style and I love M&B-style arena feel. But if it's just a melee arena period... I mean, imagine if M&B was shrunk down to arena fights only. That would be a game for two evenings at best.
That is sort of the goal. On average, an evening or two or three of gameplay, (but a lot more hours and depth for people willing to get good) - there is only so much I can do alone in a relatively short timeframe. A too big scope is the #1 downfall of any game project. The game would only cost $5 or $10 or so.
That said, its not like M&B much - it's more of a roguelike. Permadeath for one, and a lot of management in between fights. A lot of variations in arenas, building up from a small arena to a huge one, many different fight setups, and slow but really important gear upgrades. The combat is also way more slow and meticulous than m&b. I'm trying to make it feel more heavy and impactful.
Even if the project grows to something larger. Its best to focus on something doable first and get it to work and be fun to play
ThegnAnsgar said:Looks good. One thing I really like is that with the swinging animation, the character still holds the shield in front of them in order to cover a line of attack. Curious, will you be vulnerable through the shield when attacking, or will the AI still have to figure out how to get around the shield (and vice versa, you have to get around the AI's shield)?
Lord Brutus said:Seems good at being what it is. I wish there were more content.
Duh said:If you haven't yet, you might want to take a look at Exanima's arena mode for inspiration.
Highelf said:ThegnAnsgar said:Looks good. One thing I really like is that with the swinging animation, the character still holds the shield in front of them in order to cover a line of attack. Curious, will you be vulnerable through the shield when attacking, or will the AI still have to figure out how to get around the shield (and vice versa, you have to get around the AI's shield)?
Yeah, I redid all animations to have logical shield positions (based on some research) on purpose, and I recently made it so the shield works at all times. It feels really good, and has opened up totally new combat strats. I'll make a video demonstrating this sometime soon.
Same goes for the swords, for that matter. If 2 swords cross, no matter if they are attacking, defending, whatever - they clash and interrupt the attack. So you can literally swing away incoming attacks if you're fast enough.