Re: Hellish Quart - Воины 17 века, которых стоит ожидать в игре
Сообщение от CatBehemoth:
В ваших краях есть клуб " Золотой сокол", они специализируются на историческом фехтовании HEMA. Запишись ты уже туда
Не могусь :( У меня 1 колено оперированное, другое травмированное. Одно неловкое движение - и на 2 месяца в гипс :/ Ноги качать пробовал, но чет не помогает.
Re: Hellish Quart - Воины 17 века, которых стоит ожидать в игре
Неофициальное интервью Кубольда (разработчика игры), которое выложили вчера в дискорде:
Ok, so this is what Kubold said to me today about the future of the game:
1. About the e-sport and way in which game will evolve:
“a) For this game to be "e-sport" it must be online. And there is not, because:
The essence of this game is that the swords collide on a physics simulation. I use Unity engine and their physics system. It is non-deterministic - which means that the simulation is always a bit different on each computer. This means that it cannot be synchronized on both clients, nor can it be "undone" and "resimulated" in one frame if we detect desynchronization. So to do it online, you have to write a new physics system, the one from Unity will not be able to do it. And I can't write a physics system because I don't work in Unity.
b) games that are based on the fact that they don't have single player or nothing for single player to do but are "multiplayer only" need a huge player base. If this base drops below 1000 concurrent players, the game dies. Forever.
Like "Warhammer: online", like "Star Wars: Battlefront 1", like "Hawken"
And they MUST have it online.
c) Hellish Quart is very niche. For people like us, fans of fencing, history - this is a real treat. I've always wanted to have such a game, and after 16 years of learning gamedev, I can try to make it - at least as much as 1 person can.
But this is not a street fighter, no ninjas, fireballs, magic, full-screen particulate, waifu, bikini bubble ... that is everything that mainstream e-fighting games have.”
2. Now the sweets – what he's going to do in the close future and some sneak peaks: A.: The new character (with helmet)
He is the person(s) from “With fire and sword” movie based on H. Sienkiewicz Trylogy. He is the mercenary. Kubold think about what mechanics he will implement with his helmet.
He told me, that he thinking about make this character non – voulnerable to head from up attacks or that one of head attack will be free per round. Also he think about give this char ability of head hit (xd) This char can be like less skilled in combat (becouse he is mercenary, not aristocrate, he didnt learn fencing from child, so their hits can be more predictable and slower, but heavier. More brutal. B. Laszlo
Laszlo is not finished yet – but to be honest: nor of characters is finished yet. Laszlo will recive a couple more of animations soon. C. More characters + Johannes
Kubold will implement first more of the characters to play, he rent a hall to make a mocap and he will start to do motion-capture soon. Johannes for sure will arrive before summer! Soon after first miniquest added to the game they will start do the mocap. Johannes is a Prussian guy. Kubold in this hall will start to create more sirious grips (decapitating will stay for the heavier weapons). D. Balance
Kubold said that he didnt forget about proper balance. First he want to make more characters and then he'll start to make balanced
This is the essence of our speaking
Добавлено через 3 минуты
Вот откуда взят персонаж (кадр из к/ф Огнем и мечом):
Re: Hellish Quart - Воины 17 века, которых стоит ожидать в игре
Офигенный персонаж! Мой любимый наверное :) Уколы чуть похуже, чем у Мари, рубит (имхо) лучше и дальше сабель. Слабых ранений практически нет - если заденет, то убивает. Мувсет освоить пока не успел весь, много от положения ног зависит, надо учить транзишены.
Re: Hellish Quart - Воины 17 века, которых стоит ожидать в игре
Калкштейн самый трудный по мувсету персонаж, наверное. Я до сих пор не могу понять, по какому принципу у него стойки переключаются при дэшах. Иногда сохраняет ногу, иногда меняет... Играть удобнее от обороны, в атаке более скоростные персонажи расстреливают, если не повезет в сторону меч убрать клинком.