Flying Squirrel Entertainment

Developer's Corner => News & Announcements => Topic started by: Olafson on January 14, 2014, 08:51:03 pm

Title: Developer Blog 22 - In-game Teaser
Post by: Olafson on January 14, 2014, 08:51:03 pm
It has been a while since we last released a Developer Blog so let us start things off by saying that the team at FSE has been extremely busy with implementing content into the game engine and preparing for our very first internal alpha!
Today we’re pleased to show you a few-in game screenshots serving as a teaser of the gameplay video to come in the near future!




First of all, below you can find a screenshot of our new Confederate soldiers whose equipment vary from one another. More variation in equipment (Up to 3 loadouts per Regiment/Class) and faces (Which will also be customizable) will follow later.Please note that all units in game are currently using the Springfield Musket for testing purposes.




Secondly, below you can see a small line of Union infantry firing at will. The second soldier from the left can also be seen holding a rammer for his rifle. At release, we hope to be able to animate not only the ramrod, but also the musket trigger, cock, iron sights, the soldier’s bags and cap pouches.

Additionally, we’ve also been working on an advanced bullet trajectory mechanic. At the moment, the bullet trajectory takes several variables into account such as wind strength, wind direction, temperature, humidity and others. Trees, bushes flags, tents and other objects will waver reflecting the wind’s strength and direction. The weather itself will be dynamic and can change during gameplay, adding to the ambience and immersion!




Below we would like to present a screenshot showing Confederate and Union soldiers engaged in melee. The current melee gameplay is similar to that of Warband where you have 4 swing and block directions and depending on where you are looking at, you swing or block with your weapon in that direction.

The musket’s bayonet can also be attached or detached at will. When the bayonet is attached it will limit your swings to 2 directions but gives you an advantage in range and damage. When the bayonet is detached you will be able to swing in 4 directions providing less range, less damage but more versatility.




Below is yet another screenshot showing Union soldiers marching across a small wooden bridge close to the Stone House on 1st Manassas. You might have noticed different walking animations in this and the previous screenshots. In BCoF, you will be able to walk in 4 different speeds. backwards walk, forward walk, forward run and forward sprint .  Furthermore, upon entering combat mode (By pressing X or any button of your choice) you will be in a special combat idle, walk and run animation as seen above.




Finally, here you can see some of our Confederate Artillery troops using the 12-Pounder Napoleon which was featured in our last blog. Artillery is still very basic at the moment (Simply pressing a button will reload and shoot it) but we will be working on that during a later stage in Development.




Please bear in mind that everything shown in these blogs is heavily work-in progress and things may change over the course of development. As getting BCoF ready for Alpha is our main goal right now, we are going to put the task of graphically overhauling the game by implementing new shaders and other technologies to the side.

Meanwhile we’ve also been upgrading our sound effects library with over 10 Gigabyte of professionally recorded sound files, while simultaneously recording our own to use and mix in a variety of ways! Work is also progressing on new maps such as the battle of Shiloh.

Thanks for reading!
Flying Squirrel Entertainment

Title: Re: Developer Blog 22 - In-game Teaser
Post by: ClearlyInvsible on January 14, 2014, 08:54:39 pm
OH MY GOD! IT'S BEAUTIFUL!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Newkirk on January 14, 2014, 08:55:46 pm
Looks great. Can't wait to see the gameplay!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Diplex on January 14, 2014, 09:05:37 pm
Awesome!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: DaveTheBrave on January 14, 2014, 09:11:57 pm
Fantastic!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Marton on January 14, 2014, 09:14:39 pm
Fucking awesome!!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: regwilliam on January 14, 2014, 09:22:35 pm
fucking looks great going to donate soon
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 14, 2014, 09:23:14 pm
So what do you guys mean with

Quote
(Up to 3 loadouts per Regiment/Class)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Gokiller on January 14, 2014, 09:28:07 pm
Very nice! Amazing, never though from what I've seen so far that you guys got already confederate uniforms in! :D

So what do you guys mean with

Quote
(Up to 3 loadouts per Regiment/Class)
I presume that would be something like "Ranker", "Sergeant", "Officer" (just a guess).
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Olafson on January 14, 2014, 09:29:55 pm
Very nice! Amazing, never though from what I've seen so far that you guys got already confederate uniforms in! :D

So what do you guys mean with

Quote
(Up to 3 loadouts per Regiment/Class)
I presume that would be something like "Ranker", "Sergeant", "Officer" (just a guess).

Oh no. It means that if you select something like "Ranker" or "Sergeant" you will be able to choose one out of 3 different looking Uniforms with different Weapon loadouts.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Gokiller on January 14, 2014, 09:30:14 pm
Ah fair enough, even better. :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Millander on January 14, 2014, 09:30:24 pm
omfg motherfucking confederate uniforms! I would be happy to help with uniforms or any history if at all required.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Onii on January 14, 2014, 09:31:27 pm
Oh! OHH!!! OHHHHHH!!!!!!


#fell over
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 14, 2014, 09:36:52 pm
So will all ranks be per-determind like in NW (Sgt/Off) or will we get every specific rank?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Roald Hoffmann on January 14, 2014, 09:40:01 pm
Looks pretty cool!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Sleek on January 14, 2014, 09:40:10 pm
On the 2nd to last picture, it kinda looks like they are falling forward, it looks kind of awkward. Besides that, BEAUTIFUL.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: SeanBeansShako on January 14, 2014, 09:40:14 pm
Worth the wait of keeping some of this stuff quiet ;). Great job guys!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Davout on January 14, 2014, 09:40:20 pm
Will the uniforms be a bit less cartoony?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: McEwan on January 14, 2014, 09:40:28 pm
So will all ranks be per-determind like in NW (Sgt/Off) or will we get every specific rank?
If you remember back to the "Clan System" blog, you will be able to use a complete list of ranks* which will show up in-game. So I'm assuming that the system will read your in-game class and place your specific rank from the system onto the uniform (or something to that effect).

Will the uniforms be a bit less cartoony?
It's pre-alpha, so I think you know the answer to that one. ;)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Hadhod on January 14, 2014, 09:41:03 pm
Looks very tasty. I like the idea of variability in melee depending on which fighting style you prefer.  :)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Mac Aaron on January 14, 2014, 09:41:50 pm
Keep up the good work !  :)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: SeanBeansShako on January 14, 2014, 09:44:27 pm
Looks very tasty. I like the idea of variability in melee depending on which fighting style you prefer.  :)

I really like the idea of the Percussion Cap Musket being the jack of all trades master of none firearm and melee weapon :).
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Coconut on January 14, 2014, 09:44:41 pm
Looks fantastic
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Lord-Havregryn on January 14, 2014, 09:45:00 pm
Looks great  ;D, very curious how the animations looks tho
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Olafson on January 14, 2014, 09:45:54 pm
Will the uniforms be a bit less cartoony?

Yeh, I thought the same. We are currently only Using Unity standard shaders, which are not that great...
Once we got the time we will implement new shaders, that will hopefully make it look better and make the Bumpmaps look out a little bit better.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: McPero on January 14, 2014, 09:46:57 pm
lol, is it first April already?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: DeoVindice61 on January 14, 2014, 09:47:30 pm
-mind completely blown-  :o
Title: Re: Developer Blog 22 - In-game Teaser
Post by: MrSt3fan on January 14, 2014, 09:47:47 pm
This looks awesome ! :)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 14, 2014, 09:48:02 pm
i knew dis was coming before all of you!  ;)

jk, but it does look great! keep up ze good work guys!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: DrByeBYe on January 14, 2014, 09:48:23 pm
Looks good. I hope melee becomes interesting :)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Olafson on January 14, 2014, 09:52:10 pm
Also, in addition to the bullet trajectory stuff here is post that Beaver made back in November in the Donator Board. Graphics were turned all the way to a minimum for testing. The flag does not represent anything it is just a random texture.

Testing new bullet pathing script:
(https://www.abload.de/img/bulletpath5nsxw.png)
Here you can see the wind effect on pathing. Trees and flags are there as indicator of where the wind blows - this will be in-game too  (though it will look better, and the effect on trees won't be as overdone :P).
Might be slightly hard to see, but the red dot is where I am aiming, and the green line is the bullet path.


Looks great  ;D, very curious how the animations looks tho

Here are two videos that Vincenzo posted back in November, again, in the Donator Board. They are slightly changed by now, to make it work and look even better, but overall, this is how it looks.

A reload/fire


And a walk:

Title: Re: Developer Blog 22 - In-game Teaser
Post by: Becker- on January 14, 2014, 09:53:55 pm
Game looks great! Just hoping we can see a bit more representation on the melee mechanics. looks like its all messed up as of now
(https://www.fsegames.eu/images/dev22_1.png)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: DeoVindice61 on January 14, 2014, 09:57:03 pm

Testing new bullet pathing script:
(https://www.abload.de/img/bulletpath5nsxw.png)
Here you can see the wind effect on pathing. Trees and flags are there as indicator of where the wind blows - this will be in-game too  (though it will look better, and the effect on trees won't be as overdone :P).
Might be slightly hard to see, but the red dot is where I am aiming, and the green line is the bullet path.



Dat Ass, wow so tight.

Title: Re: Developer Blog 22 - In-game Teaser
Post by: TORN on January 14, 2014, 10:01:32 pm
weekly dev blog? :p
Mate you gotta change that PM

anyway great update.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Olafson on January 14, 2014, 10:04:06 pm
It is posted during the week!


And yeaaah, thanks for reminding me. That weekly thing did not work out as planned.. :P
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Turin Turambar on January 14, 2014, 10:06:47 pm
AWESOME WORK!!!

But these donators are so mean and privileged. :D
I will also have to donate in the next few weeks.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: BSM 'Shut up' Williams on January 14, 2014, 10:07:38 pm
Awesome work FSE!!

Can't wait for it!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Parrot on January 14, 2014, 10:08:27 pm
It's so pretty O_O I honestly have nothing else to say...
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Colonel Howe on January 14, 2014, 10:11:52 pm
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.ourgemcodes.com%2Fforums%2Fattachments%2F45556-terry-crews-orgasm-gif-ly9c-gif.51692%2F&hash=b9812a54ad5fc648442df290648f58d9ee25a76b)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Death by EMP on January 14, 2014, 10:13:56 pm

Testing new bullet pathing script:
(https://www.abload.de/img/bulletpath5nsxw.png)
Here you can see the wind effect on pathing. Trees and flags are there as indicator of where the wind blows - this will be in-game too  (though it will look better, and the effect on trees won't be as overdone :P).
Might be slightly hard to see, but the red dot is where I am aiming, and the green line is the bullet path.



Dat Ass, wow so tight.
Oh jesus christ xD

Loving what you got so far guys, looks far improved over the stuff that has been shown previously. Can't wait to see what the melee is like. I have lots of ideas and suggestions that are too long to Steam to you guys, but when I get the time I will write up a forum post for you (: Also, really liking the idea of the ballistics system you guys are using. Kind of feel like you got inspiration for that from Vince, Olafson and Admiral playing so much Arma 3 :p The ballistics system will definitely take out some of the frustrations of the seemingly random NW shots, and perhaps make it even more pressuring to shoot while being charged. I always felt like it was too easy to shoot a charging enemy in NW, especially considering NW tries to be somewhat realisitic. I imagine in real life their would be much more hesitation and pressure accounting for such things as wind and other environmental factors. Keep up the good work, getting more and more hyped for this every dev blog! (;
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Dasher54 on January 14, 2014, 10:14:35 pm
Sexaaaay
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 14, 2014, 10:17:46 pm
VAGINA ON A TREE I'M EXCITED NAO ! <3 <3
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Cruor_Volt on January 14, 2014, 10:18:38 pm
Spoiler
Also, in addition to the bullet trajectory stuff here is post that Beaver made back in November in the Donator Board. Graphics were turned all the way to a minimum for testing. The flag does not represent anything it is just a random texture.

Testing new bullet pathing script:
(https://www.abload.de/img/bulletpath5nsxw.png)
Here you can see the wind effect on pathing. Trees and flags are there as indicator of where the wind blows - this will be in-game too  (though it will look better, and the effect on trees won't be as overdone :P).
Might be slightly hard to see, but the red dot is where I am aiming, and the green line is the bullet path.


Looks great  ;D, very curious how the animations looks tho

Here are two videos that Vincenzo posted back in November, again, in the Donator Board.

A reload/fire

<video width=\"640\" height=\"480\" controls autoplay loop>
  <source src=\"https://www.fsegames.eu/images/devs/soldier_reload_aim_fire.mp4\" type=\"video/mp4\">
    <embed width=\"640\" height=\"480\" src=\"https://www.fsegames.eu/images/devs/soldier_reload_aim_fire.mp4\">
  </object>
</video>



And a walk:


<video width=\"640\" height=\"480\" controls autoplay loop>
  <source src=\"https://www.fsegames.eu/images/devs/soldier_walk_forwardsj.mp4\" type=\"video/mp4\">
    <embed width=640\" height=\"480\" src=\"https://www.fsegames.eu/images/devs/soldier_walk_forwardsj.mp4\">
  </object>
</video>
[close]

Just a small detail, in the reloading animation: his feet are too parallel, it's looks a little awkward to me.
And in the walking one he's placing them on the ground too fast, like he's trying to make a clapping sound with them.
I noticed you changed wrinkles on their pants? They look much better now.
Another thing that looks weird is this:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimageshack.com%2Fa%2Fimg34%2F1915%2Fm72d.png&hash=d3d4d1c5d65e67d9734b909e2e5f1e9cc98e49d9)
[close]

It's good to finally see an update from you guys.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Orcaryo on January 14, 2014, 10:19:37 pm
Really nice work guys, glad I pre-ordered it  :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: [91st] Official on January 14, 2014, 10:23:25 pm
Looks great so far. Keep up the good work.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 14, 2014, 10:25:40 pm
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcdn.memegenerator.net%2Finstances%2F500x%2F44871054.jpg&hash=2c978b1e2da845affcb3c4373770e456bb0d51fd)
[close]
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Colonel Howe on January 14, 2014, 10:26:47 pm
this is wat mai billon dernator dollars wont ter
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Frederik on January 14, 2014, 10:27:13 pm
Have to donate soon...
Title: Re: Developer Blog 22 - In-game Teaser
Post by: #LionCarry on January 14, 2014, 10:27:19 pm
the only I can think of at the moment is where is the cavalry? (http://www.youtube.com/watch?v=N1V3JW4HeBs)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 14, 2014, 10:28:52 pm
It's cuming.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: MikkelRev on January 14, 2014, 10:29:31 pm
AWSOME! Can't wait to play this :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: fireboy on January 14, 2014, 10:30:16 pm
Looks really good, good job FSE dev team.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Ser Thomas on January 14, 2014, 10:30:36 pm
My reaction:

Spoiler
ASFD;SKADJFHiysaldfvbTGHAHSDFVAStyfdvAESYDFCVasuo;eas
[close]
Good shit, this is awesome.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 14, 2014, 10:35:16 pm
the only I can think of at the moment is where is the cavalry? (http://www.youtube.com/watch?v=N1V3JW4HeBs)

True.

To make a regiment...or not to make a regiment...
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 14, 2014, 10:36:31 pm
the only I can think of at the moment is where is the cavalry? (http://www.youtube.com/watch?v=N1V3JW4HeBs)

True.

To make a regiment...or not to make a regiment...

dont get any ideas duuring  ::)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Harbinger on January 14, 2014, 10:36:41 pm
FIRST.
FUCK.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: The140th on January 14, 2014, 10:36:54 pm
Its looking really good guys! Though if I were to suggest something it would be to darken the US jackets to the appropriate color. Other than that it looks amazing keep up the good work!  :)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Cooper on January 14, 2014, 10:38:15 pm
AAH Nice!!!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 14, 2014, 10:39:11 pm
the only I can think of at the moment is where is the cavalry? (http://www.youtube.com/watch?v=N1V3JW4HeBs)

True.

To make a regiment...or not to make a regiment...

dont get any ideas duuring  ::)

I am, in one way or the other, going to (help) make a cavalry regiment, by god. We shall be big experiment.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Adam Watson on January 14, 2014, 10:41:07 pm
It's really nice!! <3
Title: Re: Developer Blog 22 - In-game Teaser
Post by: El_Presidente on January 14, 2014, 10:45:04 pm
Almost as beautiful as me  :'(
Title: Re: Developer Blog 22 - In-game Teaser
Post by: USE4life on January 14, 2014, 10:45:12 pm
So glad I donated now! Looks amazing :D

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2F24.media.tumblr.com%2Ftumblr_lpx90tGuJ01qbah42o1_500.gif&hash=cc948c13f3c18b1a6f0a35c689273ff19ab19700)
[close]
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Hirst on January 14, 2014, 10:46:47 pm
ooooo Fancy :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Noodlenrice on January 14, 2014, 10:47:28 pm
Mein got das update iz bootiful
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Menelaos on January 14, 2014, 10:47:53 pm
Nice job, a few questions:

Are those bots or players?
Will faces be changeable or default?

relevant
(https://i.imgur.com/cpBwvVO.png)
[close]
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Wismar on January 14, 2014, 10:50:19 pm
Thank you lord for answering my prayers, I love you guys <3

It's awesome to see you are implementing a face creator as well :)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Refleax on January 14, 2014, 10:53:14 pm

Will faces be changeable or default?


There you go!

"More variation in equipment (Up to 3 loadouts per Regiment/Class) and faces (Which will also be customizable) will follow later."
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Dom13WorstNW on January 14, 2014, 10:55:46 pm
omfg

Hopefully my shite PC can run this amazing game   :P

Looking good   :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Hawke on January 14, 2014, 11:02:21 pm
Looks awesome!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: AlekoTheGreek on January 14, 2014, 11:09:23 pm
sweet stuff
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on January 14, 2014, 11:09:48 pm
I want to carry this game's child.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: ClearlyInvsible on January 14, 2014, 11:12:48 pm
Begs the question, how are you guys going to have the unit selection? Is it going to be like NW or completely different? (Please be different, please let this game be as good as I hope it'll be...)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Chantakey on January 14, 2014, 11:18:49 pm
Cant wait, it will be amazing
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Adley_BR on January 14, 2014, 11:21:26 pm
Looks amazing, but where is the HAIR?!?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Coconut on January 14, 2014, 11:23:51 pm
Face customization doesn't matter as much as beard customization. I require at least a dozen beards to be satisfied
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Wismar on January 14, 2014, 11:27:31 pm
Begs the question, how are you guys going to have the unit selection? Is it going to be like NW or completely different? (Please be different, please let this game be as good as I hope it'll be...)
You can't just say 'different', explain how. Imo the current system works fine.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 14, 2014, 11:29:01 pm
Milly, you got see some CSA uniforms, how do you feel?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Davout on January 14, 2014, 11:30:29 pm
Begs the question, how are you guys going to have the unit selection? Is it going to be like NW or completely different? (Please be different, please let this game be as good as I hope it'll be...)
You can't just say 'different', explain how. Imo the current system works fine.
Its different because its like a raffle. You never know what class you will get.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: The Norseman on January 14, 2014, 11:32:36 pm
Would be nice to see some melee or generally any gameplay, that is the thing that will decide whether a lot of people will buy it or just a few. ;)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Olafson on January 14, 2014, 11:33:52 pm
Looks amazing, but where is the HAIR?!?

It is all Work in Progress.

There will be hair, beard and accessory selections in the final game.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 14, 2014, 11:35:18 pm
read he intro into the blog.

it says that gameplay will be here soon.  ;)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: zac on January 14, 2014, 11:37:36 pm
Great Work Guys
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Millander on January 14, 2014, 11:41:35 pm
Looks good. I would just say that regarding uniforms I would give the artillery jackets noticing that in those screens they appear to be wearing only under shirts. The idea of gunners mostly not wearing their jackets and having red undershirts is a reenacterism.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: William on January 14, 2014, 11:45:08 pm
Excellent job FSE, you are tempting me to donate to get the alpha access, but I am not sure  :-X
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Admiral on January 14, 2014, 11:49:01 pm
Quote
Looks good. I would just say that regarding uniforms I would give the artillery jackets noticing that in those screens they appear to be wearing only under shirts. The idea of gunners mostly not wearing their jackets and having red undershirts is a reenacterism.

I always liked the impression of artillerymen wearing the shirts way more. Of course, jackets will also be available for selection as soon as I pay more attention  to the South. Btw, here is a closeup of buttoned up Richmont type 2 shell:
(https://dl.dropboxusercontent.com/u/10304589/%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%202014-01-09%2012.31.00.png)
 (https://dl.dropboxusercontent.com/u/10304589/%D0%A1%D0%BA%D1%80%D0%B8%D0%BD%D1%88%D0%BE%D1%82%202014-01-09%2012.31.12.png)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Skyz on January 14, 2014, 11:51:31 pm
Very impressive, cant wait.

But what will the melee mechanics be like? I understand that the controll is just like Warband, and switching into melee is the same. But my question is will it be as crazy as warband? Or will it be improved and more realistic
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Millander on January 14, 2014, 11:58:47 pm
Thats radd looking. Although like I said it may look cooler however almost every photo of soldiers with artillery they were in jackets.

 Another thing to point out that I noticed is the amount of blue pants in the pictures of confederates. Light blue trousers were not standard issue to confederates until later in the war and those had a richer blue than the Federal ones. Yes there were some cases of them being taken from dead Union soldiers but this is pretty rare for the ANV had a good supply of trousers for a most of the war.

 Will details in uniforms such as those be customizable?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: zac on January 15, 2014, 12:01:01 am
Thats radd looking. Although like I said it may look cooler however almost every photo of soldiers with artillery they were in jackets.

 Another thing to point out that I noticed is the amount of blue pants in the pictures of confederates. Light blue trousers were not standard issue to confederates until later in the war and those had a richer blue than the Federal ones. Yes there were some cases of them being taken from dead Union soldiers but this is pretty rare for the ANV had a good supply of trousers for a most of the war.

 Will details in uniforms such as those be customizable?

Millander, dont u be bringing up trousers again, eh?

;)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Stunned Lime on January 15, 2014, 12:01:22 am
Looks great! Keep up the good work! When are you planning to have the entire game out?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 15, 2014, 12:04:10 am
Looks great! Keep up the good work! When are you planning to have the entire game out?

i dont think they have a plan when to release the full game?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: zac on January 15, 2014, 12:05:52 am
In the words of the almighty great Docm30 hehehe

;)

When's the mod sic (Game) out?
Go to hell.

Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 15, 2014, 12:08:25 am
yes but docm is the most patient person on this earth XD
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Admiral on January 15, 2014, 12:11:21 am
Quote
Will details in uniforms such as those be customizable?

Probably not. However, in case of confederates I'll definitely aim at as much color variety per regiment as possible.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Deuce on January 15, 2014, 12:19:58 am
Great work lads, the best dev blog as of yet!
When can we expect the upcoming gameplay video that will without a doubt render loads of donations?


Title: Re: Developer Blog 22 - In-game Teaser
Post by: William on January 15, 2014, 12:25:30 am
Will flag bearers be able to fight with the flag in one hand and a sword in another like in the Total War games?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: ClearlyInvsible on January 15, 2014, 12:32:27 am
Will flag bearers be able to fight with the flag in one hand and a sword in another like in the Total War games?

If this is possible, please do it. I want to defend old glory! No one's taking the Stars and Stripes from me!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Death by EMP on January 15, 2014, 12:36:46 am
Will flag bearers be able to fight with the flag in one hand and a sword in another like in the Total War games?

If this is possible, please do it. I want to defend old glory! No one's taking the Stars and Stripes from me!
Or make it like a lance or spear, that would be even better and make more sense. I imagine fighting with a 20 pound flag in your off hand would make you incredibly off balanced and a clumsy fighter.

Edit: of course to keep it accurate it would do blunt damage.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: munky-wunky on January 15, 2014, 12:37:45 am
uhhh just wow
Title: Re: Developer Blog 22 - In-game Teaser
Post by: TheFlyingFishy on January 15, 2014, 12:39:45 am
dis luks guhd. plz when release is? take all my monies, lel jk. but really. much wants.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: regwilliam on January 15, 2014, 12:44:43 am
i really hope this will be very optimized for people like me with shitty computes
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Gurkha on January 15, 2014, 12:45:45 am
Any chance of this being on Mac?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: ClearlyInvsible on January 15, 2014, 12:49:02 am
Any chance of this being on Mac?

Ghurka

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcdn.uproxx.com%2Fwp-content%2Fuploads%2F2013%2F03%2FProfessional-2.gif&hash=cb05a78106c323d0390f3b0e42b5654bd91730a9)

PC Master race means better than macs. Infact Macs are even inferior to the plebs known as "Wii U" users.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 15, 2014, 12:50:22 am
Thats radd looking. Although like I said it may look cooler however almost every photo of soldiers with artillery they were in jackets.

 Another thing to point out that I noticed is the amount of blue pants in the pictures of confederates. Light blue trousers were not standard issue to confederates until later in the war and those had a richer blue than the Federal ones. Yes there were some cases of them being taken from dead Union soldiers but this is pretty rare for the ANV had a good supply of trousers for a most of the war.

 Will details in uniforms such as those be customizable?

Millander, dont u be bringing up trousers again, eh?

;)

Always commenting on others, but on himself...oh no...Tsss...disgraceful. Come Zac, let's leave this...Dare I say it...FARB!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: William on January 15, 2014, 12:53:40 am
Any chance of this being on Mac?

I actually would really like to know as well. Believe it or not, a lot of people buy Macs for their anti virus benefits and versatility. Overpriced, yes, good, most definitely.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 15, 2014, 12:57:29 am
PC / Windows Master Race?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: ClearlyInvsible on January 15, 2014, 12:57:43 am
PC / Windows Master Race?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: SeanBeansShako on January 15, 2014, 01:00:37 am
If you get in on STEAM, will you include a Team Fortress 2 hat :p.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: William on January 15, 2014, 01:00:46 am
And regarding the flags, where be an animation where you can do something like this?
This is a terrible gif, but all I could find on 1st page of Google.
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.agridynamicsinc.com%2Fimages%2Feagle_waving_american_flag_hg_clr.gif&hash=dae0b70f0620a94280bc33578bfd2ffd2c75a9f2)
[close]

Would be really cool to rally friendly troops to a certain position or to indicate a rally point for friendly forces after a rout or something along those lines.


If you get in on STEAM, will you include a Team Fortress 2 hat :p.
This
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 15, 2014, 01:01:59 am
If you get in on STEAM, will you include a Team Fortress 2 hat :p.
fakin useless hats.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: TheZach_Attack on January 15, 2014, 01:03:23 am
Dis looks nice
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 15, 2014, 01:04:57 am
PR time? Reaflex & Defouta get to work?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: ClearlyInvsible on January 15, 2014, 01:06:48 am
PR will probably need to wait for when game-play happens
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 15, 2014, 01:07:55 am
I just want to watch Deo suffer.. Hello?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Dom13WorstNW on January 15, 2014, 01:16:02 am
i really hope this will be very optimized for people like me with shitty computes

+1
Title: Re: Developer Blog 22 - In-game Teaser
Post by: MaHuD on January 15, 2014, 01:18:37 am
Interesting, keep it up! :)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Olafson on January 15, 2014, 01:18:57 am
Any chance of this being on Mac?

Unity allows us to create builds for both PC and Mac. However, no one in the Development Team has a Mac, so testing it out on Macs will be entirely your (i.e. the guys who own Macs) job...
Title: Re: Developer Blog 22 - In-game Teaser
Post by: PrideofNi on January 15, 2014, 01:23:10 am
o boy!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on January 15, 2014, 01:23:33 am
Any chance of this being on Mac?

Unity allows us to create builds for both PC and Mac. However, no one in the Development Team has a Mac, so testing it out on Macs will be entirely your (i.e. the guys who own Macs) job...

that. xD
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Gamersaufromage on January 15, 2014, 01:24:45 am
Very good job :).
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Cop on January 15, 2014, 01:25:55 am
Looking good, can't wait to play.  8)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Mexican on January 15, 2014, 01:45:39 am
I just jizzed when i saw this post
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Killington on January 15, 2014, 01:59:09 am
Noice!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: kpetschulat on January 15, 2014, 03:01:55 am
Spoiler
My balls just made my penis excrete sticky white jelly.
[close]

Looks incredible! Now, I'm looking forward to a gameplay teaser trailer! Haha. I think i might add donation money so I can get in on the alpha too.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: BigRedOne on January 15, 2014, 03:02:32 am
wow! Our masters have done a very good job  :-*!

Spoiler
  FSEOTL
[close]
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Killington on January 15, 2014, 03:03:58 am
Spoiler
My balls just made my penis excrete sticky white jelly. Looks incredible! Now, I'm looking forward to a gameplay teaser trailer! Haha. I think i might add donation money so I can get in on the alpha too.
[close]
Charming :P
Title: Re: Developer Blog 22 - In-game Teaser
Post by: William on January 15, 2014, 03:20:13 am
Link removed, nobody really should ever care for bitter peoples on anything on the internet. Especially gaming. Because they wrong. So very wrong.

Le Doc's Opinion
Title: Re: Developer Blog 22 - In-game Teaser
Post by: T.Conroy on January 15, 2014, 03:39:44 am
Ask and you shall receive haha, awesome thanks guys.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: BigRedOne on January 15, 2014, 03:43:40 am
Link removed, nobody really should ever care for bitter peoples on anything on the internet. Especially gaming. Because they wrong. So very wrong.


Le Doc's Opinion

I don't understand, why are they so mean?  :(
Title: Re: Developer Blog 22 - In-game Teaser
Post by: regwilliam on January 15, 2014, 03:46:02 am
Any chance of this being on Mac?

Unity allows us to create builds for both PC and Mac. However, no one in the Development Team has a Mac, so testing it out on Macs will be entirely your (i.e. the guys who own Macs) job...

but is unity optimized for low performance computers
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Millander on January 15, 2014, 03:46:32 am
http://forums.taleworlds.com/index.php/topic,254502.msg7002635.html#msg7002635 (http://forums.taleworlds.com/index.php/topic,254502.msg7002635.html#msg7002635)

Le Doc's Opinion

I don't understand, why are they so mean?

Taleworlds (community) despises the NW/MM community. To some extent they are correct about some things but they are just generally pretty bitter and represent a minority of warband players.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Killington on January 15, 2014, 03:51:29 am
http://forums.taleworlds.com/index.php/topic,254502.msg7002635.html#msg7002635 (http://forums.taleworlds.com/index.php/topic,254502.msg7002635.html#msg7002635)

Le Doc's Opinion

I don't understand, why are they so mean?

Taleworlds (community) despises the NW/MM community. To some extent they are correct about some things but they are just generally pretty bitter and represent a minority of warband players.
What did we do D:
Title: Re: Developer Blog 22 - In-game Teaser
Post by: MaHuD on January 15, 2014, 04:02:13 am
Most of Warband communities are Elitist and dislike change or new people that threaten their standing.
I really wouldn't care too much about a specific part of taleworlds community disliking/hating any other community. (it has happened several times before and will happen again when bannerlord comes out
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Millander on January 15, 2014, 04:08:54 am
Mahud im sure you remember all the fun talk of when NW was announced. Basically all of them saying Mount and Musket wasent good enough to be its own game etc. As long as they don't come on here its all good.
 To each his own.

 I haf to admit im really tempted to be artillery with those screens. I wouldnt doubt events having full sized batteries if they are really going to be 400+.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: TheGeekful on January 15, 2014, 04:09:43 am
Looks awesome, can't wait to sink my teeth into it. Also love that there is dynamic weather effects.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: PurplePanda on January 15, 2014, 04:13:11 am
Can't wait to compare this to War of Rights, still trying to decide which way I will go.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: McEwan on January 15, 2014, 04:39:01 am
Can't wait to compare this to War of Rights, still trying to decide which way I will go.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg.pandawhale.com%2F82733-why-not-both-meme-5LvD.jpeg&hash=442be80848037b6b2133a71feacc30a506fdf5a5)
[close]
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Death by EMP on January 15, 2014, 04:52:13 am
Can't wait to compare this to War of Rights, still trying to decide which way I will go.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg.pandawhale.com%2F82733-why-not-both-meme-5LvD.jpeg&hash=442be80848037b6b2133a71feacc30a506fdf5a5)
[close]
I think I have gotten the 2 games figured out and where they will stand. I might be wrong, but to me, War of Rights seems to be catering towards regiments and group play with it's realism and engine, where as Battle Cry of Freedom is more of a get on a 500 player server and have fun in a clusterfuck of awesomeness. Both will be great, both will appeal to different crowds, unless you are down for anything like me :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 15, 2014, 04:55:13 am
Can't wait to compare this to War of Rights, still trying to decide which way I will go.

i am without a doubt getting both games...

EDIT: well ive already bought BCoF and its beta so yeah...
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Jrod on January 15, 2014, 05:16:14 am
Looks awesome! Keep up the work guys! Can't wait to see the result.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Millander on January 15, 2014, 06:23:28 am
Can't wait to compare this to War of Rights, still trying to decide which way I will go.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg.pandawhale.com%2F82733-why-not-both-meme-5LvD.jpeg&hash=442be80848037b6b2133a71feacc30a506fdf5a5)
[close]
I think I have gotten the 2 games figured out and where they will stand. I might be wrong, but to me, War of Rights seems to be catering towards regiments and group play with it's realism and engine, where as Battle Cry of Freedom is more of a get on a 500 player server and have fun in a clusterfuck of awesomeness. Both will be great, both will appeal to different crowds, unless you are down for anything like me :D

ehh some of that is correct.

Both games are going to cadre to regiments and realism just as much. Thing is BCoF will have hundreds of players on servers while War of Rights is capped at 60
Title: Re: Developer Blog 22 - In-game Teaser
Post by: TORN on January 15, 2014, 06:26:51 am
Can't wait to compare this to War of Rights, still trying to decide which way I will go.

i am without a doubt getting both games...

EDIT: well ive already bought BCoF and its beta so yeah...
pre-alpha..
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 15, 2014, 06:36:13 am
Can't wait to compare this to War of Rights, still trying to decide which way I will go.

i am without a doubt getting both games...

EDIT: well ive already bought BCoF and its beta so yeah...
pre-alpha..

my point was to say that why not get both games...
Title: Re: Developer Blog 22 - In-game Teaser
Post by: SwissGronkh on January 15, 2014, 06:55:49 am
Looks amazing ^^
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Nono on January 15, 2014, 07:06:36 am
wow ! It´s very nice ! It´s beautiful !
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rejenorst on January 15, 2014, 07:25:18 am
Glad to see the blog is finally out :D

Looking good :)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 15, 2014, 07:38:55 am
Glad to see the blog is finally out :D

Looking good :)

silly reje, you already saw it...  :-*
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 15, 2014, 07:51:35 am
Yeah kids fuckin blood everywhere!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Wismar on January 15, 2014, 07:59:52 am
Can't wait to compare this to War of Rights, still trying to decide which way I will go.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg.pandawhale.com%2F82733-why-not-both-meme-5LvD.jpeg&hash=442be80848037b6b2133a71feacc30a506fdf5a5)
[close]
I think I have gotten the 2 games figured out and where they will stand. I might be wrong, but to me, War of Rights seems to be catering towards regiments and group play with it's realism and engine, where as Battle Cry of Freedom is more of a get on a 500 player server and have fun in a clusterfuck of awesomeness. Both will be great, both will appeal to different crowds, unless you are down for anything like me :D

ehh some of that is correct.

Both games are going to cadre to regiments and realism just as much. Thing is BCoF will have hundreds of players on servers while War of Rights is capped at 60
And how do you know that?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 15, 2014, 08:06:38 am
Yeah kids fuckin blood everywhere!

i wish this game clashed with chivalry in regards to the gore and blood. that would be awesome.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rejenorst on January 15, 2014, 08:15:25 am
Glad to see the blog is finally out :D

Looking good :)

silly reje, you already saw it...  :-*

Only 3 of those pics :D the rest I saw today :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Millander on January 15, 2014, 08:24:31 am
Can't wait to compare this to War of Rights, still trying to decide which way I will go.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg.pandawhale.com%2F82733-why-not-both-meme-5LvD.jpeg&hash=442be80848037b6b2133a71feacc30a506fdf5a5)
[close]
I think I have gotten the 2 games figured out and where they will stand. I might be wrong, but to me, War of Rights seems to be catering towards regiments and group play with it's realism and engine, where as Battle Cry of Freedom is more of a get on a 500 player server and have fun in a clusterfuck of awesomeness. Both will be great, both will appeal to different crowds, unless you are down for anything like me :D

ehh some of that is correct.

Both games are going to cadre to regiments and realism just as much. Thing is BCoF will have hundreds of players on servers while War of Rights is capped at 60
And how do you know that?

The cry engine (unless recently changed) has a maximum of 60 players. As well you would need a beast of a computer to run any higher amount of that effectively. For this reason FSE is using the unity engine for it is the best available engine that supports large player counts.

 Although it looks like a fun game and im definitely buying it in the aspect of large multiplayer events it could not compete with BCoF.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 15, 2014, 09:07:52 am
64 actually hue hue. It's battlegrounds 2 all over again.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 15, 2014, 09:13:44 am
Hm, seems like you can make MMO's with the Cry Engine so I don't think there is a cap (source Wikipedia). Olafson said however that their is a 64 player limit. I think (though I know very little about game engines) that it's probably harder to optimize the cry engine for larger battles (just what I thought Olafson might have meant). Another thought is that their is completely different mechanics between a MMO & a FPS though.

I feel like cry engine is probably a better engine if you got a lot of experience so I don't blame FSE for picking an easy to use & optimize engine for their first game.. I also highly doubt Wotr will get 500 player battles though but we shall see.

I think both games will be good in their own way.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Onii on January 15, 2014, 09:32:24 am
Just realised, who is the players in the Dev Blog pics? :o

Magical AI?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 15, 2014, 09:34:43 am
the devs afaik.

Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 15, 2014, 09:35:02 am
Devs and friends?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 15, 2014, 09:38:16 am
Devs and friends?

friends? the devs have friends?  ???

Spoiler
jk pls dont hurtz moi.
[close]
Title: Re: Developer Blog 22 - In-game Teaser
Post by: MaHuD on January 15, 2014, 11:12:47 am
Mahud im sure you remember all the fun talk of when NW was announced. Basically all of them saying Mount and Musket wasent good enough to be its own game etc. As long as they don't come on here its all good.
 To each his own.
Quite true, but that was also caused by Taleworlds denying Yoshiboy (I think it was him) a chance at creating a Caribbean/Pirate DLC/expansion and later on announcing M&B Into the Caribbean and NW.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Bamse on January 15, 2014, 11:34:10 am
Looks great!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Mocotaugan on January 15, 2014, 12:37:59 pm
Looks like everything is coming together nicely keep up the awesome work!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Aldemar on January 15, 2014, 01:42:38 pm
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fsoshable.com%2Fwp-content%2Fuploads%2F2012%2F09%2Fshut-up-and-take-my-money.jpg&hash=993b98cce29933ba8fffe81a6b0a007073efe053)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: brata123 on January 15, 2014, 01:45:40 pm
https://www.taleworlds.com/
Title: Re: Developer Blog 22 - In-game Teaser
Post by: MrBeasty127 on January 15, 2014, 01:51:11 pm
I'm glad to see that you've made progress. The graphics look decent enough, but I'm much more bothered about the gameplay. I can't emphasize enough, how important the combat system is. It will literally, make or break this game. Mount & Blade has been very successful, because of it's outstanding melee combat, not it's graphics, presentation or realism. Because of it's success, I suggest that you copy Mount and Blade's combat as much as possible.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Wismar on January 15, 2014, 02:08:17 pm
I'm glad to see that you've made progress. The graphics look decent enough, but I'm much more bothered about the gameplay. I can't emphasize enough, how important the combat system is. It will literally, make or break this game. Mount & Blade has been very successful, because of it's outstanding melee combat, not it's graphics, presentation or realism. Because of it's success, I suggest that you copy Mount and Blade's combat as much as possible.
With better animations and hitboxes, of course.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Death by EMP on January 15, 2014, 02:13:21 pm
Massive amount's of quotes and replies
Mahud im sure you remember all the fun talk of when NW was announced. Basically all of them saying Mount and Musket wasent good enough to be its own game etc. As long as they don't come on here its all good.
 To each his own.
Quite true, but that was also caused by Taleworlds denying Yoshiboy (I think it was him) a chance at creating a Caribbean/Pirate DLC/expansion and later on announcing M&B Into the Caribbean and NW.
We are still getting that though, in the form of Mount and Blade: Caribbean! by Snowbird Games.

Can't wait to compare this to War of Rights, still trying to decide which way I will go.
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fimg.pandawhale.com%2F82733-why-not-both-meme-5LvD.jpeg&hash=442be80848037b6b2133a71feacc30a506fdf5a5)
[close]
I think I have gotten the 2 games figured out and where they will stand. I might be wrong, but to me, War of Rights seems to be catering towards regiments and group play with it's realism and engine, where as Battle Cry of Freedom is more of a get on a 500 player server and have fun in a clusterfuck of awesomeness. Both will be great, both will appeal to different crowds, unless you are down for anything like me :D

ehh some of that is correct.

Both games are going to cadre to regiments and realism just as much. Thing is BCoF will have hundreds of players on servers while War of Rights is capped at 60
And how do you know that?

The cry engine (unless recently changed) has a maximum of 60 players. As well you would need a beast of a computer to run any higher amount of that effectively. For this reason FSE is using the unity engine for it is the best available engine that supports large player counts.

 Although it looks like a fun game and im definitely buying it in the aspect of large multiplayer events it could not compete with BCoF.
No, I don't believe that to be true Millander. I'm not claiming to know a lot about engines, but I don't think any engine is TRULY capped in terms of players. It all depends on how you use the engine and how you use your resources. Of course, there IS a cap on the amount of players in terms of how many can the average player support with their rig. That said, knowing Hinkel, I don't think he would settle for 64 players. This is all speculation but I'm expecting 100 player support, at the least.

Also, I don't know what is up with the common belief that CryEngine is a taxing engine. It really isn't, and is probably one of the most customizable engines out there for developers, it's a damn great engine, has some awesome mod tools too. With CryEngine you could go from a game that could be ran on a 400 dollar pc to a game that can barely be run on a 1,500 dollar machine, it's a very versatile engine. To put it in perspective, here is Far Cry, the first game released with CryEngine (I believe)
Far Cry Screenshots
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.gamershell.com%2Fstatic%2Fscreenshots%2F0%2F46%2F1594_full.jpg&hash=fca397a34bfb4698505badeb17f9bf2b706b1051)(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi1-games.softpedia-static.com%2Fscreenshots%2F6-424_3.jpg&hash=e1cc1f60e472460ca19b9fee2f8c713388c82d32)(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwallpapers.latestscreens.com%2F1280x1024%2Ffarcry%2Ffarcry-06.jpg&hash=46a651e374f69e3562ffbe4ae7b533a914e49cf9)
[close]
and here is Crysis 1 modded (Just because you can still get higher fidelity out of modded Crysis than any other CryEngine game out right now imo)
In order of appearance: ENB; Lighting Mod; Texture Pack (Screenshots are all mine)
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F1119425324678119214%2F2539EBAE4833075A1DD895FFE0D9D04A6CA3FA4C%2F&hash=6c4aa41d21587a05a20954b70ea573481aa90a1e)(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-2.steampowered.com%2Fugc%2F1081138299120317950%2FAC053A83AFC2F252A1AB5127586E6C14C4092D11%2F&hash=8e3c83da83d79ee354438e9bff0ddcc629b41be5)(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fcloud-3.steampowered.com%2Fugc%2F1081138299098164300%2F5F2C0508BB2B5471B9FD44F1730AA4F197B37ABC%2F&hash=6e54a549b1ad96083535022a9789ec78eae3b91b)
[close]

As you can see, the variation between fidelity is massive, and it shows in the recommended (not minimum) specs.

Far Cry Recommended Specs
Supported OS: Windows 2000/XP (only)
Processor: AMD Athlon 2-3 GHz or Pentium 4 2-3 GHz
Memory: 512-1024 MB
Sound: Sound Blaster® Audigy® series (see supported list*)
Graphics: 128 MB GeForce™ 4 128 MB to GeForce FX 5950; ATI Radeon 9500-9800 XT
*Supported video cards at time of retail release: NVIDIA GeForce 2/3/4/FX families ( NVIDIA based cards must have ForceWare drivers 53.03 or later; GeForce 2 and GeForce 4 MX cards do not support all graphics features). ATI Radeon 8500/9000 families (ATI Radeon 9500-9800 XT recommended; ATI-based cards must have Catalyst drivers 3.9 or higher). Laptop models of the listed cards are not fully supported. For an up-to-date list of supported chipsets, video cards, and operating systems, please visit the FAQ for this game at: http://support.ubi.com.
[close]

Crysis Modded Recommended Specs (According to mod makers)
GTX690 or above/ AMD equivalent
Mid end Intel i5 processor/ AMD equivalent
8gb of RAM
Windows XP or higher
~50gb HDD space
[close]

Taking those 2 statistics in consideration and assuming War of Rights is going for in between those 2, you don't really need some great gaming computer, you could probably run the game pretty well with a mid range PC. Of course this is all assumption since we still don't know too much about how War of Rights is being designed.

Hm, seems like you can make MMO's with the Cry Engine so I don't think there is a cap (source Wikipedia). Olafson said however that their is a 64 player limit. I think (though I know very little about game engines) that it's probably harder to optimize the cry engine for larger battles (just what I thought Olafson might have meant). Another thought is that their is completely different mechanics between a MMO & a FPS though.

I feel like cry engine is probably a better engine if you got a lot of experience so I don't blame FSE for picking an easy to use & optimize engine for their first game.. I also highly doubt Wotr will get 500 player battles though but we shall see.

I think both games will be good in their own way.
Well, not meant to be taken in an offensive way but the War of Rights team don't exactly have too much experience either outside of Python and whatever code Total War uses. Besides, Unity is not babby's first engine like some people seem to think it is, like CryEngine, it is highly versatile capable of being used to design anything from mobile games to Battle Cry of Freedom (which is arguably the most ambitious Unity game yet). Also, you are assuming Battle Cry of Freedom WILL actually manage to get it's 500 player goal, but do remember neither of these games have even actually reached alpha yet, so nothing is set in stone. Just look at NW, 250 player count was attempted and promised from the very beginning to way after release, but ultimately just could not be done. Shit happens, 500 players is just Battle Cry of Freedom's goal, but until they actually reach that count, in a stable, playable state, Battle Cry of Freedom's actual player cap is just as mysterious as War of Right's.

Devs and friends?

friends? the devs have friends?  ???

Spoiler
jk pls dont hurtz moi.
[close]
I don't think so, I wasn't invited to the party ):
[close]

That said, this is a Battle Cry of Freedom thread, not a War of Right's thread, and even though they are pals and whatnot and probably don't mind the comparisons, I think we should probably get back onto the discussion of Battle Cry of Freedom :p



Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 15, 2014, 02:43:59 pm
21 updates later and still no horses. Why, Devs, why?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Fwuffy on January 15, 2014, 02:44:16 pm
It looks so beautiful <3
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Olafson on January 15, 2014, 02:52:18 pm
21 updates later and still no horses. Why, Devs, why?

Because we will do horses at last.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: -Mitchell- on January 15, 2014, 04:01:11 pm
Stunning...
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 15, 2014, 04:24:07 pm
21 updates later and still no horses. Why, Devs, why?

Because we will do horses at last.

At last or as last?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Olafson on January 15, 2014, 04:34:32 pm
Oh ups. As last.

We will do it after we finished all the other mechanics.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Mack on January 15, 2014, 04:48:49 pm
I was afraid the development died after not hearing anything for such a long time. But those screens are.... statifying, alot.  ;D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: The Norseman on January 15, 2014, 04:48:57 pm
Dereeee better be some Minnesota or Wisconsin troops up in dat gaem! Especially the Scandinavian parts :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: SuicideSilence on January 15, 2014, 04:49:14 pm
A game?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Amit on January 15, 2014, 05:07:02 pm
HOLY F****** S**********
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Diplex on January 15, 2014, 05:08:09 pm
I feel that something could be done to make the textures look a tad more real. Atm, they look a little too shiny and colourful. I also think that the hands could be made slightly smaller.

It would also be nice with some hair, but im sure you're planning to add that later on :)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: TheZach_Attack on January 15, 2014, 05:36:46 pm
Bigger hands Bigger cocks Diplex.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: ThrowingGuitar on January 15, 2014, 06:36:53 pm
This looks amazing so far, keep up the good work!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Jarvisimo on January 15, 2014, 09:04:59 pm
I've been inactive on these forums for quite a while, but upon seeing this on the TaleWorlds thread I came back over here.

This looks really good. Keep it up. I lost interest in this before now, thinking it was never going to happen, but this is really shaping up. Great work!

I can't wait to see more. I'm 50% convinced to buy!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on January 15, 2014, 09:09:49 pm

Below is yet another screenshot showing Union soldiers marching across a small wooden bridge close to the Stone House on 1st Manassas. You might have noticed different walking animations in this and the previous screenshots. In BCoF, you will be able to walk in 4 different speeds. backwards walk, forward walk, forward run and forward sprint .  Furthermore, upon entering combat mode (By pressing X or any button of your choice) you will be in a special combat idle, walk and run animation as seen above.


Does that mean we will see some sort of stamina bar or such?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: MikkelRev on January 15, 2014, 09:14:57 pm

Below is yet another screenshot showing Union soldiers marching across a small wooden bridge close to the Stone House on 1st Manassas. You might have noticed different walking animations in this and the previous screenshots. In BCoF, you will be able to walk in 4 different speeds. backwards walk, forward walk, forward run and forward sprint .  Furthermore, upon entering combat mode (By pressing X or any button of your choice) you will be in a special combat idle, walk and run animation as seen above.



Does that mean we will see some sort of stamina bar or such?

I dont hope so :/
Title: Re: Developer Blog 22 - In-game Teaser
Post by: ClearlyInvsible on January 15, 2014, 09:16:48 pm
Stamina would be nice for sprint. I'd like it because games like BF annoy me with their unlimited sprint.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Olafson on January 15, 2014, 09:29:04 pm
Stamina will be in the game. More on that later.

Diplex, please remember that we did not spend a lot of time with testing out and tweaking the Uniforms in the game. We just took their textures, slapped them into the game, gave them a diffuse bump shader and thats it. We will do all graphical stuff later.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: SeanBeansShako on January 15, 2014, 09:43:18 pm
Alpha Work In Progress. The Key words to remember. The fluff can come in later, they need to make sure the mechanics and UI are working first.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Killington on January 15, 2014, 09:44:30 pm
Do you intend on stamina having an effect on combat, like stability when aiming, damage and speed of swings, that sort of thing?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Hadhod on January 15, 2014, 09:49:08 pm
Stamina will be in the game. More on that later.

Diplex, please remember that we did not spend a lot of time with testing out and tweaking the Uniforms in the game. We just took their textures, slapped them into the game, gave them a diffuse bump shader and thats it. We will do all graphical stuff later.
I hope the stamina will not be like in Brytenwalda  :(
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 15, 2014, 09:50:49 pm
Do you intend on stamina having an effect on combat, like stability when aiming, damage and speed of swings, that sort of thing?

oh god i hope not... dont make it like chivalry's stamina system pls. id like a stamina system but not one that goes that much in-depth.

or it could work but it would be a hell of alot different to chivalry's because you arent wearing a shit ton of knight armour and big bastard swords...
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Killington on January 15, 2014, 09:56:31 pm
Do you intend on stamina having an effect on combat, like stability when aiming, damage and speed of swings, that sort of thing?

oh god i hope not... dont make it like chivalry's stamina system pls. id like a stamina system but not one that goes that much in-depth.

or it could work but it would be a hell of alot different to chivalry's because you arent wearing a shit ton of knight armour and big bastard swords...
They could have it not have as big of an impact due to the lack of metal armour, e.g. only a really noticeable difference between someone that has sprinted across the map and someone that has stood still the whole round :P
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 15, 2014, 10:00:43 pm
id like to see it in running, but not in combat. if thats possible.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: SCREAMING_EAGLES on January 15, 2014, 10:02:58 pm
that arty team looks so badass! can't wait
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rutger Müller on January 15, 2014, 10:23:38 pm
glad to see you found someone to implement faces now lol :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Dom13WorstNW on January 15, 2014, 10:27:02 pm
Do you intend on stamina having an effect on combat, like stability when aiming, damage and speed of swings, that sort of thing?

ples no.  just  no ...
Title: Re: Developer Blog 22 - In-game Teaser
Post by: turanafon on January 15, 2014, 10:29:39 pm
Looks nice , i shall be having it.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 15, 2014, 11:05:00 pm
I get a Rust feel when I see the faces dunno if that is a good thing reminds me of the one eye snake they use'd to have.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: munky-wunky on January 15, 2014, 11:24:15 pm
but why are the yanks blankets blue???
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 15, 2014, 11:26:38 pm
but why are the yanks blankets blue???

pre-alpha munk... alot of things are being changed.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: ClearlyInvsible on January 15, 2014, 11:27:34 pm
Ugh. Need proper blanket colors. Must be BROWN.

:P
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Admiral on January 15, 2014, 11:28:44 pm
Quote
but why are the yanks blankets blue???

No worries, I've got the butternut blanket done, and the grey blanket will be added aswell. Also, this is a greatcoat roll, not a blanket.

(https://dl.dropboxusercontent.com/u/10304589/frying_pan.jpg)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: ClearlyInvsible on January 15, 2014, 11:35:21 pm
Hm. Nice.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Admiral on January 15, 2014, 11:45:24 pm
What  I wanted to say though was that the blue roll represents a greatcoat. The butternut roll on the picture above is, of course, a blanket.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: munky-wunky on January 15, 2014, 11:45:58 pm
Quote
but why are the yanks blankets blue???

No worries, I've got the butternut blanket done, and the grey blanket will be added aswell. Also, this is a greatcoat roll, not a blanket.

(https://dl.dropboxusercontent.com/u/10304589/frying_pan.jpg)

ah greatcoat ok cool! (i have never seen it don't like that before, but sure they did that)

p.s  that frying pan is a very nice touch!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Admiral on January 15, 2014, 11:48:51 pm
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.nycivilwar150.org%2Fimages%2FDSCN2731.JPG&hash=5c2c2cd5c6b7a4b651119689e1796ee901f1be07)

I guess I should model that detail on the top, might be helpful.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: munky-wunky on January 15, 2014, 11:55:02 pm
hmnn ya that would!

found this bit of cool info on overcoats and the fact that it is not "reenactorism "

From Revised U.S. Army Regulations of 1861, Article XIII, 96.
The knapsack of each man
will be placed on the lower shelf of his bunk, at its foot, packed
with his effects, and ready to be slung; the great-coat on the same
shelf, rolled and strapped; the coat, folded inside out, and placed
under the knapsack; the cap on the second or upper shelf; and the
boots well cleaned.


Title: Re: Developer Blog 22 - In-game Teaser
Post by: munky-wunky on January 15, 2014, 11:56:18 pm
hmnn ya that would!

found this bit of cool info on overcoats and the fact that it is not "reenactorism "

From Revised U.S. Army Regulations of 1861, Article XIII, 96.
The knapsack of each man
will be placed on the lower shelf of his bunk, at its foot, packed
with his effects, and ready to be slung; the great-coat on the same
shelf, rolled and strapped; the coat, folded inside out, and placed
under the knapsack; the cap on the second or upper shelf; and the
boots well cleaned.

http://www.dougdobbs.com/cwr/greatcoat/rolling%20overcoat.htm (http://www.dougdobbs.com/cwr/greatcoat/rolling%20overcoat.htm)

also this how they rolled them
Title: Re: Developer Blog 22 - In-game Teaser
Post by: hashslingingslasher on January 16, 2014, 12:13:19 am
This is Really impressive guys, great to have an idea of what he final product will look like - I WILL NOW DONATE

PS love the idea of wind / bullet physics really happy about that.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: SCREAMING_EAGLES on January 16, 2014, 01:49:05 am
hmmm, i'd go to war with a fry pan
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Death by EMP on January 16, 2014, 02:39:57 am
Quote
but why are the yanks blankets blue???

No worries, I've got the butternut blanket done, and the grey blanket will be added aswell. Also, this is a greatcoat roll, not a blanket.

(https://dl.dropboxusercontent.com/u/10304589/frying_pan.jpg)

ah greatcoat ok cool! (i have never seen it don't like that before, but sure they did that)

p.s  that frying pan is a very nice touch!
Wow, nice texture work!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: William on January 16, 2014, 02:53:08 am
Not sure if this has been asked but are those the final character models?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Moldplayer on January 16, 2014, 02:59:47 am
Looking good.

Can the frying pan be used as a secondary weapon like the sabre briquet?  ::)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Admiral on January 16, 2014, 03:02:01 am
Quote
Not sure if this has been asked but are those the final character models?

Not exactly. Models of the uniformes and equipment are more or less final, but the textures may and some of them definitely will be changed, as well as maps will be added. Also, equipment combinations will be different and depend upon the regiment. I am basically modelling uniformes separately and all  possible equipment items sparately. Equipment examples you saw on the screenshots are just some of possible combinations.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rejenorst on January 16, 2014, 03:28:19 am
Awesome. I am wondering if the flag bearer's flag can also get torn since Olaf was indicating something similar but unrelated. Would be cool if you see a regiment with half torn flags from combat lol. Although I know trolls will team dammage mah beautiful flags to pieces :(
Title: Re: Developer Blog 22 - In-game Teaser
Post by: ClearlyInvsible on January 16, 2014, 03:35:02 am
Speaking of dynamic damage, you guys think you could do some gradual uniform damage like I suggested a while back? Rejenorst did also I think on the donator boards.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Death by EMP on January 16, 2014, 03:39:18 am
Looking good.

Can the frying pan be used as a secondary weapon like the sabre briquet?  ::)
I hope so, a chopstick to shove up the enemies' fleshy spots would be more useful than those fucking sabre briquets, I would take a frying pan over one any day.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Millander on January 16, 2014, 05:46:02 am
If in events artillery is allowed to bring 5+ cannon due the larger events than I would so be artillery.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Iron William on January 16, 2014, 07:17:33 am
That looks really awsome can´t wait for that game ^.^
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Olafson on January 16, 2014, 09:52:48 am
Speaking of dynamic damage, you guys think you could do some gradual uniform damage like I suggested a while back? Rejenorst did also I think on the donator boards.

Will see about that, but should not be impossible. But as said before, the Uniforms are not final, the environments are not final, and we are still missing a lot of good shaders etc.

At the moment we are not using any Specular Maps... Even in Warband we are :P We will do shaderwork later.


Awesome. I am wondering if the flag bearer's flag can also get torn since Olaf was indicating something similar but unrelated. Would be cool if you see a regiment with half torn flags from combat lol. Although I know trolls will team dammage mah beautiful flags to pieces :(

Well, we will have to see about that. It is easily possible to shoot holes into flags when shooting bullets at it, but I do not know about performance.

Maybe only on Ultra settings, for the people who have a very good Computer.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Davout on January 16, 2014, 10:13:09 am
If in events artillery is allowed to bring 5+ cannon due the larger events than I would so be artillery.

Would be awesome. Even more so if smoke hangs around.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: TORN on January 16, 2014, 10:17:22 am
oh man i can just see a whole battery firing.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rejenorst on January 16, 2014, 11:04:54 am
Awesome. I am wondering if the flag bearer's flag can also get torn since Olaf was indicating something similar but unrelated. Would be cool if you see a regiment with half torn flags from combat lol. Although I know trolls will team dammage mah beautiful flags to pieces :(

Well, we will have to see about that. It is easily possible to shoot holes into flags when shooting bullets at it, but I do not know about performance.

Maybe only on Ultra settings, for the people who have a very good Computer.

I'd say have 2 - 3 models for each flag maybe... so that it progresses in visual damage from no damage to a few holes to torn and maybe even shredded. I suppose for Ultra settings you could do it the way you describe :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: megaknight007 on January 16, 2014, 01:25:54 pm
Im gonna shit myself its beautiful
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Danik on January 16, 2014, 01:47:32 pm
Will there be a customizable face like in warband? Or at least hair and beard?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Wismar on January 16, 2014, 02:03:37 pm
Will there be a customizable face like in warband? Or at least hair and beard?
Read it again, please.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on January 16, 2014, 02:50:04 pm
To get access to the alpha, does the 150 euro donation have to be donated at once?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: MackCW on January 16, 2014, 02:51:45 pm
To get access to the alpha, does the 150 euro donation have to be donated at once?

You can break it up.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on January 16, 2014, 02:56:32 pm
To get access to the alpha, does the 150 euro donation have to be donated at once?

You can break it up.

Sweet! Donations coming up! :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 16, 2014, 02:57:40 pm
To get access to the alpha, does the 150 euro donation have to be donated at once?

You can break it up.

Sweet! Donations coming up! :D
U crazy m8 where u get dat kind of monah?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Onii on January 16, 2014, 03:17:33 pm
To get access to the alpha, does the 150 euro donation have to be donated at once?

You can break it up.

Sweet! Donations coming up! :D
U crazy m8 where u get dat kind of monah?
Bitch please.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on January 16, 2014, 04:07:14 pm
To get access to the alpha, does the 150 euro donation have to be donated at once?

You can break it up.

Sweet! Donations coming up! :D
U crazy m8 where u get dat kind of monah?

I work...? :s
Title: Re: Developer Blog 22 - In-game Teaser
Post by: AlekoTheGreek on January 16, 2014, 05:15:33 pm
The ramming animation is way too fast i think, (great job btw)  ;)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 16, 2014, 05:23:47 pm
The ramming animation is way too fast i think, (great job btw)  ;)

for a fresh recruit into the army, maybe, but not for a veteran.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: TORN on January 16, 2014, 05:29:43 pm
i'm actually considering now to donate.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on January 16, 2014, 06:18:47 pm
i'm actually considering now to donate.

Do it! :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Von Alten on January 16, 2014, 06:33:06 pm
<3
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Joseph on January 16, 2014, 06:41:05 pm
Looks very nicel!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Bakon on January 16, 2014, 08:54:31 pm
So excited for this game! can't wait for the fight to begin! For the Union or what ever regiment I am in!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Olafson on January 16, 2014, 08:58:41 pm
The ramming animation is way too fast i think, (great job btw)  ;)

Yeah, we got that comment in the Donator Board too, when we first posted the video and changed it. It is now a little bit slower.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: DanyEle on January 16, 2014, 10:24:25 pm
Stunning!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Davout on January 16, 2014, 11:49:54 pm
What animation?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rejenorst on January 17, 2014, 12:11:16 am
What animation?

https://www.fsegames.eu/images/devs/soldier_reload_aim_fire.mp4
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Davout on January 17, 2014, 12:11:54 am
https://www.fsegames.eu/images/devs/soldier_reload_aim_fire.mp4
:OOOOOOOOOOOOO
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Mark on January 17, 2014, 02:49:28 am
Looking mighty fine!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: munky-wunky on January 17, 2014, 03:17:37 am
What animation?

https://www.fsegames.eu/images/devs/soldier_reload_aim_fire.mp4

now that is awesome 

nice reload time! and with lots of animation
Title: Re: Developer Blog 22 - In-game Teaser
Post by: kpetschulat on January 17, 2014, 03:31:25 am
Personally, I feel the animation is way too fast. I'm not saying make it a full 30+ seconds, but I think at least 20 seconds should do it. That was 13 seconds, way too fast. Rifles didn't even reload that fast.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: zac on January 17, 2014, 03:36:27 am
Well i can load my Flintlock in under 10 seconds so, seems realistic of a trained soldier
Title: Re: Developer Blog 22 - In-game Teaser
Post by: MackCW on January 17, 2014, 03:36:44 am
Personally, I feel the animation is way too fast. I'm not saying make it a full 30+ seconds, but I think at least 20 seconds should do it. That was 13 seconds, way too fast. Rifles didn't even reload that fast.

In terms of gameplay I think it's perfect, especially with as much terrain as we're going to have.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: ClearlyInvsible on January 17, 2014, 03:41:38 am
Personally, I feel the animation is way too fast. I'm not saying make it a full 30+ seconds, but I think at least 20 seconds should do it. That was 13 seconds, way too fast. Rifles didn't even reload that fast.

Really? I can reload a Minie Musket in about 15 seconds, fast time was 12.72 I think
Title: Re: Developer Blog 22 - In-game Teaser
Post by: munky-wunky on January 17, 2014, 03:51:35 am
Personally, I feel the animation is way too fast. I'm not saying make it a full 30+ seconds, but I think at least 20 seconds should do it. That was 13 seconds, way too fast. Rifles didn't even reload that fast.

Really? I can reload a Minie Musket in about 15 seconds, fast time was 12.72 I think

proof or lie

also blanks don't count
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Millander on January 17, 2014, 04:00:27 am
Personally, I feel the animation is way too fast. I'm not saying make it a full 30+ seconds, but I think at least 20 seconds should do it. That was 13 seconds, way too fast. Rifles didn't even reload that fast.

Really? I can reload a Minie Musket in about 15 seconds, fast time was 12.72 I think
Now do that under fire. I read a pretty in deph book talking about the rifles musket in civil war combat and it said on average a soldier fired a shot every minute in battle. Fear fatigue and distractions could be the cause of this but the main cause would likelly be atributed to terror and stress. For gameplay this wouldnt be practical of course.


I know while I was reenacting at Gettysburg I fired extremely slower that my normal events due to stress (in a good way), taking everything in, distractions and listening to orders.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: ClearlyInvsible on January 17, 2014, 04:13:07 am
Well, yeah, the environment defiantly has a factor on your ability to do quick motions, I won't deny that. When I timed myself I was on a quiet shooting range in Boston (Well, Sudbury) in the fall. While someone is yelling at me and I see other people firing, there's going to be some variables thrown in there.

I also did cheat a bit, I kept my rod on my belt and pre-tore the cartridge. I'd say in battle I'd have a 20 second speed.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 17, 2014, 04:20:41 am
Well, yeah, the environment defiantly has a factor on your ability to do quick motions, I won't deny that. When I timed myself I was on a quiet shooting range in Boston (Well, Sudbury) in the fall. While someone is yelling at me and I see other people firing, there's going to be some variables thrown in there.

I also did cheat a bit, I kept my rod on my belt and pre-tore the cartridge. I'd say in battle I'd have a 20 second speed.

there ya go.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: ClearlyInvsible on January 17, 2014, 04:23:53 am
Well, yeah, the environment defiantly has a factor on your ability to do quick motions, I won't deny that. When I timed myself I was on a quiet shooting range in Boston (Well, Sudbury) in the fall. While someone is yelling at me and I see other people firing, there's going to be some variables thrown in there.

I also did cheat a bit, I kept my rod on my belt and pre-tore the cartridge. I'd say in battle I'd have a 20 second speed.

there ya go.

It's a tooth thing, I got permanent braces in the back of my top and bottom front row and the paper gets stuck there sometimes. The rod thing I do in batte for sake of preference, I only keep it in the proper area when marching.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 17, 2014, 04:38:20 am
Well, yeah, the environment defiantly has a factor on your ability to do quick motions, I won't deny that. When I timed myself I was on a quiet shooting range in Boston (Well, Sudbury) in the fall. While someone is yelling at me and I see other people firing, there's going to be some variables thrown in there.

I also did cheat a bit, I kept my rod on my belt and pre-tore the cartridge. I'd say in battle I'd have a 20 second speed.

there ya go.

It's a tooth thing, I got permanent braces in the back of my top and bottom front row and the paper gets stuck there sometimes. The rod thing I do in batte for sake of preference, I only keep it in the proper area when marching.

FAAAARRRBB. they didnt have braces back then ;D although i think that they did have leg braces...

seriously though, the rod thing is historically incorrect too afaik ;D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: zac on January 17, 2014, 04:40:45 am
Now now chaps, go Home ,
Spoiler
https://www.fsegames.eu/forum/index.php?board=32.0
[close]

 ;)




 
Title: Re: Developer Blog 22 - In-game Teaser
Post by: munky-wunky on January 17, 2014, 04:46:30 am
Now now chaps, go Home ,
Spoiler
https://www.fsegames.eu/forum/index.php?board=32.0
[close]

 ;)

we may be stuffed on funnel cakes and not willing to move.


Can someone pull  us back to "historical reenactment"
Title: Re: Developer Blog 22 - In-game Teaser
Post by: zac on January 17, 2014, 04:59:01 am
Spoiler
(https://i.imgur.com/zRWrSey.jpg)
[close]
Title: Re: Developer Blog 22 - In-game Teaser
Post by: munky-wunky on January 17, 2014, 05:01:34 am
fine

you win i want my funnel cake.

(heads back to historical reenactment)


------------------------------------------------------

edit for those who have no idea whats going on

Spoiler
(https://i.imgur.com/BG9hbYI.jpg)
[close]
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rejenorst on January 17, 2014, 08:40:15 am
Well, yeah, the environment defiantly has a factor on your ability to do quick motions, I won't deny that. When I timed myself I was on a quiet shooting range in Boston (Well, Sudbury) in the fall. While someone is yelling at me and I see other people firing, there's going to be some variables thrown in there.

I also did cheat a bit, I kept my rod on my belt and pre-tore the cartridge. I'd say in battle I'd have a 20 second speed.

there ya go.

It's a tooth thing, I got permanent braces in the back of my top and bottom front row and the paper gets stuck there sometimes. The rod thing I do in batte for sake of preference, I only keep it in the proper area when marching.

Animations can be slowed ingame just like in NW where if you used the admin rocket launcher the reload anim plays at lightning speed. I assume buffs will come into this.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Olafson on January 17, 2014, 08:58:08 am
Just in case you missed the post:
https://www.fsegames.eu/forum/index.php?topic=12276.msg452622#msg452622

Also.. As I said before, the ramrod part is slightly slowed down now. Btw. in NW, it takes 11 seconds to reload.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 17, 2014, 09:03:28 am
Imagine Bf4 or CoD buffs playing this game.

"ONE MOTHERFUCKING SHOT? And it likes fuckin foreverrr to reloaaad! Soo laaaame!"
Title: Re: Developer Blog 22 - In-game Teaser
Post by: SeanBeansShako on January 17, 2014, 09:48:26 am
Am I the only one excited about the 10 Gigabytes of sound people? That is a lot of taunts, screams and weapon sounds!

Imagine Bf4 or CoD buffs playing this game.

"ONE MOTHERFUCKING SHOT? And it likes fuckin foreverrr to reloaaad! Soo laaaame!"

I doubt they'd go anywhere near a American Civil War game anyways. History usually isn't interesting to the casual gamer unless they are looking for something new.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rejenorst on January 17, 2014, 09:56:46 am
Am I the only one excited about the 10 Gigabytes of sound people? That is a lot of taunts, screams and weapon sounds!

That's just the generic sounds ie: Cannons, Rifles, weather, body sounds and others/etc.

Voices are separate and we will likely start recording that once we get close and closer to the alpha although we may do some template or initial voices beforehand. 
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 17, 2014, 09:58:04 am
True that.

Still, I still think reloading time should be 12-14 seconds at the very least. Otherwise this will just become yet another 1st/3rd person shoot-the-fuck-you-want-'er.

And my cavarly would stand no change, which would suck  :P
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Bamse on January 17, 2014, 12:26:36 pm
True that.

Still, I still think reloading time should be 12-14 seconds at the very least. Otherwise this will just become yet another 1st/3rd person shoot-the-fuck-you-want-'er.

And my cavarly would stand no change, which would suck  :P

+1

Cav would be so underpowered and wouldent even stand a chance.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 17, 2014, 12:43:12 pm
That being said, cavalry really shouldn't be able to play like in NW.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on January 17, 2014, 12:59:11 pm
That being said, cavalry really shouldn't be able to play like in NW.

How do they play in NW and how do you want them To be played in BCoF?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: ArtOfKilling on January 17, 2014, 01:03:16 pm
LOVE IT !  ;D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Davout on January 17, 2014, 01:06:37 pm
That being said, cavalry really shouldn't be able to play like in NW.

How do they play in NW and how do you want them To be played in BCoF?
Cav will engage Infantry in a square and run straight into it and usually come out on top which is stupid when in reality they would stay away and have no chance of getting into the square.

It would be nice for cav in BCoF to fight like they would of in the civil war but that all depends on how the devs make cav and what their weaknesses and limits are.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: munky-wunky on January 17, 2014, 01:22:58 pm
That being said, cavalry really shouldn't be able to play like in NW.

How do they play in NW and how do you want them To be played in BCoF?

Cav sees infantry 200 yards out.

Cav dismounts.

cav uses there carbines to put up high rate of fire towards infantry

Cav then retreats when infantry comes to close/ when same teams infantry come up to support them.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: kpetschulat on January 17, 2014, 01:25:08 pm
Well, cavalry in the ACW was not cavalry in the sense of European tactics. Almost all cavalry units were just mounted infantry. They would ride to a location, leave their horses behind them, dismount, and engage the enemy with rifles, pistols, carbines, whatever they had really. Some early-war Rebel cavalry didn't even have sabers for protection, so all they could do is skirmish against enemy infantry.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Killington on January 17, 2014, 01:38:47 pm
So cavalry were like skirms but they can run away much faster than you can chase them, this is one of my greatest fears D:
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 17, 2014, 02:28:00 pm
Nearly all early war cavalry units had sabres. They got rid of them as the war progressef, especially in the western theater, and newly raised units weren't issued them.

Cavalry in the ACW dismounted a lot, especially Federal units who were better trained in that procedure, but you couldn't be further from the truth when saying they did not fight mounted.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: kpetschulat on January 17, 2014, 02:29:01 pm
If you want to see how mid-war cavalry operated, watch this (skip around a little bit, to 2:30):

[youtube]http://www.youtube.com/watch?v=eQvj2HfEokE[/youtube]

Buford's Cavalry is already dismounted and engaging the infantry in this scene. The following scene is Buford and his cavalry preparing for engagement, if you're interested.

[youtube]http://www.youtube.com/watch?v=LzZOp-nPho8[/youtube]

It's taken from the movie Gettysburg (1993). A very good movie, rife with inaccuracies. If you want to watch a more correct movie about the ACW, check out Gods and Generals (2003).

Cavalry in the ACW dismounted a lot, especially Federal units who were better trained in that procedure, but you couldn't be further from the truth when saying they did not fight mounted.

Mounted cavalry engagements were so rare. Getting that close to rifles so accurate was death (Lasalle would be proud!). Would you really charge 600 men with your 200 cavalry, lost about 60 guys, before even hitting the enemy line? I sure as hell wouldn't.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 17, 2014, 03:22:31 pm
It's funny you pick a movie about the Gettysburg campaign, which is particularly famous for the significant amount of mounted battles.

en.wikipedia.org/wiki/Battle_of_Gettysburg,_Third_Day_cavalry_battle (http://en.wikipedia.org/wiki/Battle_of_Gettysburg,_Third_Day_cavalry_battle)

Reading these articles gives you a good idea of what ACW cavarly did. They used pistols and carbines, even on point-blank range. Mounted combat does not equal a charge with the sabre against infantry, Petschie. Infantry and cavarly meddled little with eachother, and for the exact reason you described. In the last paragraph of the page you'll find the result of a charge against prepared infantry. All trough a charge against prepared infantry was a suicide mission in the Napoleonics as well.

These are just a few big battles - There were numerous skirmishes against cavalry and infantry units, fought both mounted and on foot.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Deuce on January 17, 2014, 04:09:24 pm
So, did you guys decide to let a good amount of smoke from artillery and musketfire remain on the field of battle? I think this is a great idea for historical accuracy.
Imagine marching doublequick through a thick fog and run straight into enemy lines.



Title: Re: Developer Blog 22 - In-game Teaser
Post by: Diplex on January 17, 2014, 04:21:32 pm
Stamina will be in the game. More on that later.

Diplex, please remember that we did not spend a lot of time with testing out and tweaking the Uniforms in the game. We just took their textures, slapped them into the game, gave them a diffuse bump shader and thats it. We will do all graphical stuff later.

I figured, but I thought id point it out :)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: PsychoPigeon on January 17, 2014, 05:34:20 pm
holy balls of the gods
Title: Re: Developer Blog 22 - In-game Teaser
Post by: regwilliam on January 17, 2014, 08:46:02 pm
well for the engagement battles were position have to be held and lost to win the match I'm thing like when a regiment is forced to abandon a position the cav would be the guys who would run them down or be the first once to take a position dismount and hold out till everyone makes it there
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Mr.Aztecas on January 17, 2014, 09:24:55 pm
Really Fantastic :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 17, 2014, 10:48:00 pm
well for the engagement battles were position have to be held and lost to win the match I'm thing like when a regiment is forced to abandon a position the cav would be the guys who would run them down or be the first once to take a position dismount and hold out till everyone makes it there

That's a pretty good definition of how I think things will develop.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: SeanBeansShako on January 17, 2014, 10:59:48 pm
They did say they'd look into a game made where holding and taking ground with some objectives which would be pretty awesome.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Lord-Havregryn on January 18, 2014, 01:24:46 am
Stamina will be in the game. More on that later.
I hope it will not effect you walking, because you could more or less walk for a whole day.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 18, 2014, 01:35:09 am
Hahaaaaa. Sure.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Olafson on January 18, 2014, 09:51:13 am
Nice avatar...

Stamina will be in the game. More on that later.
I hope it will not effect you walking, because you could more or less walk for a whole day.

No, it wont. The idea is to add exhaustion and stamina. But both wont be affected and wont affect walking. Only running sprinting etc.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 18, 2014, 11:55:58 am
Nice avatar...

Thanks  ;D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: MrTiki on January 18, 2014, 01:02:52 pm
The question that must be asked: What will the musket's overhead attack be?
EDIT: (with the bayonet attached I meant)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on January 18, 2014, 06:30:27 pm
Nice avatar...

Stamina will be in the game. More on that later.
I hope it will not effect you walking, because you could more or less walk for a whole day.

No, it wont. The idea is to add exhaustion and stamina. But both wont be affected and wont affect walking. Only running sprinting etc.

Sounds amazing! Can't wait!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: William on January 18, 2014, 06:34:52 pm
And regarding the rifles, will there be a "sharpshooter" weapon. Essentially a rifle looking like this:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.ovcwa.com%2F001sharpshooter.jpg&hash=d9ed9ecf532f3097e62b064d0f1acb144e625e94)
[close]
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.sonofthesouth.net%2Fleefoundation%2Fcivil-war%2F1862%2Fnovember%2Fsharpshooter.jpg&hash=547e8a0a19da1a7f70c21a1fbedcd8cecafd4891)
[close]

Would be really cool to see this, would make the commanders think twice before riding along the lines.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: GoldenEagle on January 18, 2014, 07:25:51 pm
My penis can get so erect, please stop.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Olafson on January 18, 2014, 09:13:05 pm
The question that must be asked: What will the musket's overhead attack be?
EDIT: (with the bayonet attached I meant)

With bayonet, similiar to the NW overhead. Without bayonet, using the musket butt overhead, similiar to the animation we have in NW for muskets without bayonet.

And regarding the rifles, will there be a "sharpshooter" weapon. Essentially a rifle looking like this:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.ovcwa.com%2F001sharpshooter.jpg&hash=d9ed9ecf532f3097e62b064d0f1acb144e625e94)
[close]
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.sonofthesouth.net%2Fleefoundation%2Fcivil-war%2F1862%2Fnovember%2Fsharpshooter.jpg&hash=547e8a0a19da1a7f70c21a1fbedcd8cecafd4891)
[close]

Would be really cool to see this, would make the commanders think twice before riding along the lines.


A scoped Withworth rifle is currently in production.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 18, 2014, 09:21:51 pm
Hm, how would that work in a lb?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: ClearlyInvsible on January 18, 2014, 09:31:12 pm
I'd imagine the skirmishers would have two or 3 marksmen with scoped rifles.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: William on January 18, 2014, 11:00:55 pm
Remembering that wind and other factors will contribute to the bullet would mean it would be difficult to land a shot on a commander. 2nd to this, you would probably be capped to a certain amount and you would probably have to go solo or with a small group of people (no more then 4 people). This would leave you vulnerable to cavalry which could easily take you out. Not to mention it would probably be a long reload to help balance it. There are probably more options, just can't think of one.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: munky-wunky on January 18, 2014, 11:04:53 pm
also,  to go along with a scoped Withworth rifle  would be the berdan's sharpshooters uniform

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Famhistory.si.edu%2Fmilitaryhistory%2Fimg%2Fmedia%2F18_l.jpg&hash=4e98beed1b36f64838a39263e78995f1fd97fb4b)
[close]

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.2ndusss.info%2FlargeBerdan%27s%2520SharpShooter%25201863.jpg&hash=224fc257a285ffe6523dcbafb1bc391103897093)
[close]
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 18, 2014, 11:44:41 pm
Wow that uniform looks great hope it gets included :D.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on January 19, 2014, 12:10:41 am
And regarding the rifles, will there be a "sharpshooter" weapon. Essentially a rifle looking like this:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.ovcwa.com%2F001sharpshooter.jpg&hash=d9ed9ecf532f3097e62b064d0f1acb144e625e94)
[close]

Seeing that makes a question pop up in my head.
Will proning be possible in the game? :)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rejenorst on January 19, 2014, 04:44:52 am
I think so. I believe going prone has been planned.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 19, 2014, 04:47:16 am
I think so. I believe going prone has been planned.

Hm.. It feels like this might brake the linebattle experience?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Millander on January 19, 2014, 08:12:45 am
Event organizers could just dissalow it as many do with crouching.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rejenorst on January 19, 2014, 09:01:43 am
I think so. I believe going prone has been planned.

Hm.. It feels like this might brake the linebattle experience?

I don't know how it will be implemented and whether or not there will be limitations/server settings etc.

Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 19, 2014, 12:47:59 pm
Maybe we should stop trying to create a NW line-battle experience in BCoF

Going prone should have some serious disadvantages, like extreme slow reload and taking a lot of time to get up.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: TORN on January 19, 2014, 12:53:43 pm
Maybe we should stop trying to create a NW line-battle experience in BCoF
Yess! If it's just going to be NW with a texture pack for ACW no one is going to be satisfied.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on January 19, 2014, 02:18:21 pm
Yeah, we want BCoF not a NW with civil war clothing.

After all,
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fi43.tinypic.com%2F6sb51x.png&hash=ff90e1888563d6912210f379a064fdbe6fe32f2e)
[close]
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Wismar on January 19, 2014, 02:29:32 pm
Will skirms and sharpshooters be able to climb trees?? Would be awesome.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: SeanBeansShako on January 19, 2014, 02:37:25 pm
I think so. I believe going prone has been planned.

Hm.. It feels like this might brake the linebattle experience?

You guys might want to just throw out the big book of NW rules for this one and make a new one. It never works with some of the late 19th century mods.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 19, 2014, 03:05:58 pm
Yeah well I just don't see how we will adapt proning into the linebattle rules.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: TORN on January 19, 2014, 03:08:45 pm
skirms can prone but line cant?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 19, 2014, 03:09:53 pm
So they are going to lay around in a spread formation how tha hell are we even going to have a chance to hit that shiet as infantry.

The only time I can see this used without being op is if you form 3 lines. 1 standing 1 kneeling & 1 laying down.
Though it wont be very effective.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: TORN on January 19, 2014, 03:16:22 pm
this is why cav is amazing and you're thinking too much in the mindset of NW with maps as big as 5x5km lb's wont be the same as nw
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 19, 2014, 03:30:05 pm
Well will your sabers even be able to reach people that lay down? At least I hope so xD. Don't know the historical length of sabers I nub  :'(
Title: Re: Developer Blog 22 - In-game Teaser
Post by: TORN on January 19, 2014, 03:42:49 pm
Or I could trample them with my horse?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on January 19, 2014, 03:45:57 pm
Or I could trample them with my horse?

+1

People have to get their heads out of NW. This game is not going to be NW.
This is why we all want it, am I right?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 19, 2014, 04:45:53 pm
One little note: Horses are pretty hesitant about trampling people.

I'd like to suggest again, being prone should have SERIOUS disadvantages and leave you vulnerable for a sudden attack.

1. Extreme slow reload. At least double the normal time.
2. Standing up taking more then just a few seconds and leaving you totally vulnerable all the way.
3. Impossible to change to melee stand while being prone.

Being prone should give the player a little extra accuracy, but nothing more. Being a really small target is enough advantage.

Title: Re: Developer Blog 22 - In-game Teaser
Post by: TORN on January 19, 2014, 04:48:09 pm
real horses yeah but how are you going to program an animals behaviour? If I'm going full head charge on a lonely guy and then suddenly my horse is like. lol nope i'm out!

i'm going to freaking rage.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 19, 2014, 05:00:16 pm
I don't think they are going to include animal behavior for horses that would be ridiculous xD. And yeah I guess trampling would make sense, seems like skirmish are going to be hard for us infantry to take out on our own if this is the way prone will be used but with experienced cavalry regiments I guess it could be pretty balanced.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Wismar on January 19, 2014, 05:08:21 pm
Well will your sabers even be able to reach people that lay down? At least I hope so xD. Don't know the historical length of sabers I nub  :'(
Then jus tramble them with the horse.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: TORN on January 19, 2014, 05:21:44 pm
I don't think they are going to include animal behavior for horses that would be ridiculous xD. And yeah I guess trampling would make sense, seems like skirmish are going to be hard for us infantry to take out on our own if this is the way prone will be used but with experienced cavalry regiments I guess it could be pretty balanced.

If you're smart then you won't be on your own. On a maps as big as they're going to get I would stick with your brigade.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: SeanBeansShako on January 19, 2014, 06:20:27 pm
I would wait until you've actually played the game before you start theory crafting and debating rules people.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 19, 2014, 06:28:39 pm
then suddenly my horse is like. lol nope i'm out!

Like this?
(https://lh3.googleusercontent.com/-jA4Yx4PFlR0/Utpik9FldOI/AAAAAAAADUU/tgWylKcu5yA/s350/Veluwezoomnope.gif)
[close]
Title: Re: Developer Blog 22 - In-game Teaser
Post by: TORN on January 19, 2014, 07:05:27 pm
yes like that i don't want that to happen. I bet that guy was raging too
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Wismar on January 19, 2014, 07:39:24 pm
I have never been on horseback in my entire life. How is the experience exactly and how much control do you have?
It would be silly if you have the same amount of control like in NW where you can twitch, etc.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Death by EMP on January 19, 2014, 07:42:01 pm
I have never been on horseback in my entire life. How is the experience exactly and how much control do you have?
It would be silly if you have the same amount of control like in NW where you can twitch, etc.
Depends on your horse, really. They are like humans when it comes to personality, some want to be lead, and some want to lead, and so on so forth. Generally though, if you know how to handle the horse and have a strong connection with it, you can have as much control as you want, as long as the horse is willing to do it.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: ClearlyInvsible on January 19, 2014, 07:46:42 pm
I have never been on horseback in my entire life. How is the experience exactly and how much control do you have?
It would be silly if you have the same amount of control like in NW where you can twitch, etc.

Well, as someone who has rode a horse before, you have to remember that they're actually beings and not a car. They think for themselves, they act upon what they see. Horses have a sense of danger an direction which you have to account for when riding them, you're not telling the horse where to go, merely suggesting it with the occasional twist of the reigns.

...I just realized how hippy like that paragraph I wrote is, someone please shoot me.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: MackCW on January 19, 2014, 08:00:36 pm
And regarding the rifles, will there be a "sharpshooter" weapon. Essentially a rifle looking like this:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.ovcwa.com%2F001sharpshooter.jpg&hash=d9ed9ecf532f3097e62b064d0f1acb144e625e94)
[close]

Seeing that makes a question pop up in my head.
Will proning be possible in the game? :)

Asked this Nov 2012. They said yes and have done an animation apparently.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 19, 2014, 08:32:16 pm
yes like that i don't want that to happen. I bet that guy was raging too

Not raging, but I was annoyed.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: TORN on January 19, 2014, 08:34:27 pm
wait holla holla hollaaa!..... That's you? : o
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 19, 2014, 08:34:59 pm
Yep.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: TORN on January 19, 2014, 08:38:13 pm
ooooh you're such a cutiepie! Can't control your horse :p
Title: Re: Developer Blog 22 - In-game Teaser
Post by: munky-wunky on January 19, 2014, 09:24:18 pm
XD duuring horse is scared
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 19, 2014, 09:47:36 pm
My horse (Wouter) was acting stressed the entire weekend. Probably needs some more training (So do I) but as far as re-enactment horses go, he's on the right path.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rejenorst on January 20, 2014, 12:49:51 am
One little note: Horses are pretty hesitant about trampling people.

I'd like to suggest again, being prone should have SERIOUS disadvantages and leave you vulnerable for a sudden attack.

1. Extreme slow reload. At least double the normal time.
2. Standing up taking more then just a few seconds and leaving you totally vulnerable all the way.
3. Impossible to change to melee stand while being prone.

Being prone should give the player a little extra accuracy, but nothing more. Being a really small target is enough advantage.

I like those ideas. Hopefully the devs implement something like this.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: SeanBeansShako on January 20, 2014, 09:56:39 am
Speaking of general balance, please don't have a total 360 degree all look key.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Onii on January 20, 2014, 10:00:36 am
But gives such nice selfies :0
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on January 20, 2014, 10:01:28 am
Speaking of general balance, please don't have a total 360 degree all look key.
True makes "surprises" really hard to do :P
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rejenorst on January 20, 2014, 10:10:10 am
Speaking of general balance, please don't have a total 360 degree all look key.

Maybe have it so that you can mouse-look your head all the way right/left so that your screen edge touches the 180 degree mark behind you but doesn't go further and doesn't center on it. If heads move like in ARMA2 that would be awesome too so you could see the direction someone is looking :)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on January 20, 2014, 04:35:07 pm
Speaking of general balance, please don't have a total 360 degree all look key.

Maybe have it so that you can mouse-look your head all the way right/left so that your screen edge touches the 180 degree mark behind you but doesn't go further and doesn't center on it. If heads move like in ARMA2 that would be awesome too so you could see the direction someone is looking :)

That would be awesome indeed.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: SeanBeansShako on January 20, 2014, 05:40:52 pm
Speaking of general balance, please don't have a total 360 degree all look key.

Maybe have it so that you can mouse-look your head all the way right/left so that your screen edge touches the 180 degree mark behind you but doesn't go further and doesn't center on it. If heads move like in ARMA2 that would be awesome too so you could see the direction someone is looking :)

Yes this sounds doable.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: PatoPotato on January 20, 2014, 07:31:54 pm
Just Fucking Awesome!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: nadav555 on January 20, 2014, 08:51:15 pm
Hey great job looks great however I've got few notes for ya:
1. Having so many different modes can make the gameplay less "smooth", what I mean is when you have run/sprint/walk yeah it's alright as long as it's smooth and you don't have to do too much to change between them, crouch/stand/prone I haven't actually read enough to see if you are going to implement Prone in the game but then again having 3 different stances in a this type of game might be wrong if the time it takes to do every move is too slow.
2. The combat mode: just like mentioned above I can't really tell too much since the game isn't even in alpha yet :D, what I can say though which is also related to the fact that this game is Civil war flintlock type game having too many modes and stances and etc can make the gameplay less smooth combat mode seems the thing that can actually do the worst job within these modes however if it's like that maybe the maps are big and you use non combat mode just to sprint and get to a place faster and then you just stay in combat mode most of the time I guess it's ok, we just need to wait and see in alpha :D .

That's all I guess great job so far keep up the great work I hope to play this game and have some nice awesome regiments and regiment events like in Napoleonic wars :D.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: MackCW on January 21, 2014, 02:21:11 pm
Spoiler
Hey great job looks great however I've got few notes for ya:
1. Having so many different modes can make the gameplay less "smooth", what I mean is when you have run/sprint/walk yeah it's alright as long as it's smooth and you don't have to do too much to change between them, crouch/stand/prone I haven't actually read enough to see if you are going to implement Prone in the game but then again having 3 different stances in a this type of game might be wrong if the time it takes to do every move is too slow.
2. The combat mode: just like mentioned above I can't really tell too much since the game isn't even in alpha yet :D, what I can say though which is also related to the fact that this game is Civil war flintlock type game having too many modes and stances and etc can make the gameplay less smooth combat mode seems the thing that can actually do the worst job within these modes however if it's like that maybe the maps are big and you use non combat mode just to sprint and get to a place faster and then you just stay in combat mode most of the time I guess it's ok, we just need to wait and see in alpha :D .

That's all I guess great job so far keep up the great work I hope to play this game and have some nice awesome regiments and regiment events like in Napoleonic wars :D.
[close]

I have to say I have no clue what you're talking about.

Do you mean because of the huge maps and different game modes that some modes will be more intense than others?

Also they used rifled muskets with percussion caps. Guns are going to be more accurate than NW.

On a side note I hope they keep a 360 all look key. So do a lot of people. Keeps a lot of people from spamming the cavalry class.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: regwilliam on January 21, 2014, 09:12:17 pm
i like 360 dergees view
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Insurance Salesman on January 21, 2014, 09:19:39 pm
I don't. Cavalry's not going to be an issue since you can just shoot them with your rifle-level accuracy, and it makes sneak attacks basically useless when you can literally look behind your soldier as you reload.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: MackCW on January 22, 2014, 04:11:14 am
I don't. Cavalry's not going to be an issue since you can just shoot them with your rifle-level accuracy, and it makes sneak attacks basically useless when you can literally look behind your soldier as you reload.

Kind of hard to do that when there is more than one.

Cavalrymen are going to have pistols with six shots mind you. Whether I look over my shoulder or not its not going to matter if they unload and ride away. 
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Death by EMP on January 22, 2014, 04:18:20 am
I don't. Cavalry's not going to be an issue since you can just shoot them with your rifle-level accuracy, and it makes sneak attacks basically useless when you can literally look behind your soldier as you reload.

Kind of hard to do that when there is more than one.

Cavalrymen are going to have pistols with six shots mind you. Whether I look over my shoulder or not its not going to matter if they unload and ride away.
Damnit Mack, stop. You are making me cringe, reminding me how much I hate cavalry. I really hope their is a nice and satisfying death animation when I impale that horse on a bayonet and chop the rider's damned head off, because I know revolver cavalry is going to piss me off something nasty, and a nice, gruesome, satisfying death fit for bastard cavalry who prey on shooting/bumping/slashing the already misfortunate, cornered and preoccupied fighters and then bragging "hur dur I'm 30 and 1 i'm so good" in game when they would be demolished as infantry.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Killington on January 22, 2014, 04:19:39 am
I don't. Cavalry's not going to be an issue since you can just shoot them with your rifle-level accuracy, and it makes sneak attacks basically useless when you can literally look behind your soldier as you reload.

Kind of hard to do that when there is more than one.

Cavalrymen are going to have pistols with six shots mind you. Whether I look over my shoulder or not its not going to matter if they unload and ride away.
Damnit Mack, stop. You are making me cringe, reminding me how much I hate cavalry. I really hope their is a nice and satisfying death animation when I impale that horse on a bayonet and chop the rider's damned head off, because I know revolver cavalry is going to piss me off something nasty, and a nice, gruesome, satisfying death fit for bastard cavalry who prey on shooting/bumping/slashing the already misfortunate, cornered and preoccupied fighters and then bragging "hur dur I'm 30 and 1 i'm so good" in game when they would be demolished as infantry.
I'm sure someone will make a mod that makes cavalry explode violently upon death.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Death by EMP on January 22, 2014, 04:30:24 am
I don't. Cavalry's not going to be an issue since you can just shoot them with your rifle-level accuracy, and it makes sneak attacks basically useless when you can literally look behind your soldier as you reload.

Kind of hard to do that when there is more than one.

Cavalrymen are going to have pistols with six shots mind you. Whether I look over my shoulder or not its not going to matter if they unload and ride away.
Damnit Mack, stop. You are making me cringe, reminding me how much I hate cavalry. I really hope their is a nice and satisfying death animation when I impale that horse on a bayonet and chop the rider's damned head off, because I know revolver cavalry is going to piss me off something nasty, and a nice, gruesome, satisfying death fit for bastard cavalry who prey on shooting/bumping/slashing the already misfortunate, cornered and preoccupied fighters and then bragging "hur dur I'm 30 and 1 i'm so good" in game when they would be demolished as infantry.
I'm sure someone will make a mod that makes cavalry explode violently upon death.
My one and only dream, somebody make this happen, please, make sure their is extra giblets in the explosion.

[youtube]http://www.youtube.com/watch?v=P3ALwKeSEYs[/youtube]
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rejenorst on January 22, 2014, 04:49:50 am
Just wondering whether or not it would be worthwhile having an option ingame that allows you to tie up your horse so that it doesn't run away automatically after a few seconds. (The horse will run away/die if you die/respawn). Might make it useful for cavalry to dismount and remount but maybe they should have to spend a few seconds tying/untying the horse.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: TheXMattXMan on January 22, 2014, 05:55:26 am
That's an amazing idea!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: zac on January 22, 2014, 06:23:44 am
Just wondering whether or not it would be worthwhile having an option ingame that allows you to tie up your horse so that it doesn't run away automatically after a few seconds. (The horse will run away/die if you die/respawn). Might make it useful for cavalry to dismount and remount but maybe they should have to spend a few seconds tying/untying the horse.

If that happens, i demand i get a pet dog or something ingame, which i can tie up while i go off to fight ;)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Deuce on January 22, 2014, 09:48:58 am
Awesome idea Rejenorst.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: MackCW on January 22, 2014, 02:30:02 pm
Terrible idea Reje

Spoiler
:-* :-* :-* Nah jk, it would make skirmishing very practical.
[close]
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Turin Turambar on January 22, 2014, 03:58:40 pm
For Dragoons it's really annoying to leave always one man behind to take care of those damn horses. I know this well. :-\
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on January 22, 2014, 06:25:45 pm
For Dragoons it's really annoying to leave always one man behind to take care of those damn horses. I know this well. :-\

When we played cav, we simply put the horses around a rock/tree or just in a circle towards each other. Had no problem with horses running off.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: AeroNinja on January 22, 2014, 06:26:33 pm
I just can't wait anymore.  :-\
Title: Re: Developer Blog 22 - In-game Teaser
Post by: TORN on January 22, 2014, 06:28:04 pm
Haha to fucking bad because it's not even near complete :p
Title: Re: Developer Blog 22 - In-game Teaser
Post by: AeroNinja on January 22, 2014, 06:29:09 pm
Oooh  :o :o
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on January 22, 2014, 06:30:00 pm
I just can't wait anymore.  :-\

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fstatic3.fjcdn.com%2Fthumbnails%2Fcomments%2Fradarr%2Brolled%2Ba%2Brandom%2Bimage%2Bposted%2Bin%2Bcomment%2B539%2Bat%2B_83a4232a840a808dd586956d3f1307ab.jpg&hash=6a49ed688991723a7e2e6e30bd19830a1dde673e)

Hang in there bro, we are all in this together :(
Title: Re: Developer Blog 22 - In-game Teaser
Post by: AeroNinja on January 22, 2014, 06:31:07 pm
I just can't wait anymore.  :-\

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fstatic3.fjcdn.com%2Fthumbnails%2Fcomments%2Fradarr%2Brolled%2Ba%2Brandom%2Bimage%2Bposted%2Bin%2Bcomment%2B539%2Bat%2B_83a4232a840a808dd586956d3f1307ab.jpg&hash=6a49ed688991723a7e2e6e30bd19830a1dde673e)

Hang in there bro, we are all in this together :(


(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.troll.me%2Fimages%2Fdawson-crying%2Fi-know-and-im-still-crying.jpg&hash=77e1bb1ba738e5597243271564009ddafe8ae4fd)

Yea let's hope it will become a great game, from what i've seen is very impressive :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on January 22, 2014, 06:33:25 pm
I just can't wait anymore.  :-\

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fstatic3.fjcdn.com%2Fthumbnails%2Fcomments%2Fradarr%2Brolled%2Ba%2Brandom%2Bimage%2Bposted%2Bin%2Bcomment%2B539%2Bat%2B_83a4232a840a808dd586956d3f1307ab.jpg&hash=6a49ed688991723a7e2e6e30bd19830a1dde673e)

Hang in there bro, we are all in this together :(


(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.troll.me%2Fimages%2Fdawson-crying%2Fi-know-and-im-still-crying.jpg&hash=77e1bb1ba738e5597243271564009ddafe8ae4fd)

Yea let's hope it will become a great game, from what i've seen is very impressive :D

It's amazing, you should see the Donators forum :D

Spoiler
Thats right! (https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.yellobric.com%2Fwp-content%2Fuploads%2F2011%2F03%2FDonate.jpg&hash=829d438d1269543e835f787564862aa53c257a8a)
[close]
Title: Re: Developer Blog 22 - In-game Teaser
Post by: AeroNinja on January 22, 2014, 06:37:08 pm
I just can't wait anymore.  :-\

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fstatic3.fjcdn.com%2Fthumbnails%2Fcomments%2Fradarr%2Brolled%2Ba%2Brandom%2Bimage%2Bposted%2Bin%2Bcomment%2B539%2Bat%2B_83a4232a840a808dd586956d3f1307ab.jpg&hash=6a49ed688991723a7e2e6e30bd19830a1dde673e)

Hang in there bro, we are all in this together :(


(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.troll.me%2Fimages%2Fdawson-crying%2Fi-know-and-im-still-crying.jpg&hash=77e1bb1ba738e5597243271564009ddafe8ae4fd)

Yea let's hope it will become a great game, from what i've seen is very impressive :D

It's amazing, you should see the Donators forum :D

Spoiler
Thats right! (https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.yellobric.com%2Fwp-content%2Fuploads%2F2011%2F03%2FDonate.jpg&hash=829d438d1269543e835f787564862aa53c257a8a)
[close]
haha if I have some money I'll spend it to them :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: munky-wunky on January 23, 2014, 04:20:38 am
Spoiler
I just can't wait anymore.  :-\

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fstatic3.fjcdn.com%2Fthumbnails%2Fcomments%2Fradarr%2Brolled%2Ba%2Brandom%2Bimage%2Bposted%2Bin%2Bcomment%2B539%2Bat%2B_83a4232a840a808dd586956d3f1307ab.jpg&hash=6a49ed688991723a7e2e6e30bd19830a1dde673e)

Hang in there bro, we are all in this together :(


(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.troll.me%2Fimages%2Fdawson-crying%2Fi-know-and-im-still-crying.jpg&hash=77e1bb1ba738e5597243271564009ddafe8ae4fd)

Yea let's hope it will become a great game, from what i've seen is very impressive :D

It's amazing, you should see the Donators forum :D

Spoiler
Thats right! (https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.yellobric.com%2Fwp-content%2Fuploads%2F2011%2F03%2FDonate.jpg&hash=829d438d1269543e835f787564862aa53c257a8a)
[close]
haha if I have some money I'll spend it to them :D
[close]

stop crying and man up
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on January 23, 2014, 06:42:49 am
You forgot the mandatory picture for your post, munk.
But I think it would be something like this:
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fstatic.tvtropes.org%2Fpmwiki%2Fpub%2Fimages%2FErmey_drill_Sgt2_4683.jpg&hash=35dead7266511c84a1726ee40a20310af5a2e72e)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Nox on January 23, 2014, 05:05:48 pm
How often do they put things up on the donators forum? I have promised myself to not donate until they show real gameplay, but I'm getting tempted...
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on January 23, 2014, 05:11:44 pm
How often do they put things up on the donators forum? I have promised myself to not donate until they show real gameplay, but I'm getting tempted...

more often then they do dev blogs... way more often...
Title: Re: Developer Blog 22 - In-game Teaser
Post by: munky-wunky on January 23, 2014, 10:15:37 pm
You forgot the mandatory picture for your post, munk.
But I think it would be something like this:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fstatic.tvtropes.org%2Fpmwiki%2Fpub%2Fimages%2FErmey_drill_Sgt2_4683.jpg&hash=35dead7266511c84a1726ee40a20310af5a2e72e)
[close]

ya that would work well :D  i should use it
I just can't wait anymore.  :-\

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fstatic3.fjcdn.com%2Fthumbnails%2Fcomments%2Fradarr%2Brolled%2Ba%2Brandom%2Bimage%2Bposted%2Bin%2Bcomment%2B539%2Bat%2B_83a4232a840a808dd586956d3f1307ab.jpg&hash=6a49ed688991723a7e2e6e30bd19830a1dde673e)
[close]

Hang in there bro, we are all in this together :(


Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.troll.me%2Fimages%2Fdawson-crying%2Fi-know-and-im-still-crying.jpg&hash=77e1bb1ba738e5597243271564009ddafe8ae4fd)
[close]

Yea let's hope it will become a great game, from what i've seen is very impressive :D

It's amazing, you should see the Donators forum :D

Spoiler
Thats right! (https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.yellobric.com%2Fwp-content%2Fuploads%2F2011%2F03%2FDonate.jpg&hash=829d438d1269543e835f787564862aa53c257a8a)
[close]
haha if I have some money I'll spend it to them :D

stop crying and man up

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fstatic.tvtropes.org%2Fpmwiki%2Fpub%2Fimages%2FErmey_drill_Sgt2_4683.jpg&hash=35dead7266511c84a1726ee40a20310af5a2e72e)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on January 24, 2014, 09:41:23 pm
Spoiler
You forgot the mandatory picture for your post, munk.
But I think it would be something like this:
Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fstatic.tvtropes.org%2Fpmwiki%2Fpub%2Fimages%2FErmey_drill_Sgt2_4683.jpg&hash=35dead7266511c84a1726ee40a20310af5a2e72e)
[close]

ya that would work well :D  i should use it
I just can't wait anymore.  :-\

Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fstatic3.fjcdn.com%2Fthumbnails%2Fcomments%2Fradarr%2Brolled%2Ba%2Brandom%2Bimage%2Bposted%2Bin%2Bcomment%2B539%2Bat%2B_83a4232a840a808dd586956d3f1307ab.jpg&hash=6a49ed688991723a7e2e6e30bd19830a1dde673e)
[close]

Hang in there bro, we are all in this together :(


Spoiler
(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.troll.me%2Fimages%2Fdawson-crying%2Fi-know-and-im-still-crying.jpg&hash=77e1bb1ba738e5597243271564009ddafe8ae4fd)
[close]

Yea let's hope it will become a great game, from what i've seen is very impressive :D

It's amazing, you should see the Donators forum :D

Spoiler
Thats right! (https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fwww.yellobric.com%2Fwp-content%2Fuploads%2F2011%2F03%2FDonate.jpg&hash=829d438d1269543e835f787564862aa53c257a8a)
[close]
haha if I have some money I'll spend it to them :D

stop crying and man up

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fstatic.tvtropes.org%2Fpmwiki%2Fpub%2Fimages%2FErmey_drill_Sgt2_4683.jpg&hash=35dead7266511c84a1726ee40a20310af5a2e72e)
[close]

+1.

Seems we're getting a bit off-topic, so lets just all say that we cannot wait for the alpha/next dev blog/beta/game :)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Von Alten on January 26, 2014, 08:53:11 pm
pls no pyramid
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Lawrence on January 27, 2014, 02:42:46 pm
Well the men look a little weird but it's work in progress. Also why do they confederates have that realllly light blue strand around their hats? I think it looks kinda dumb. Make it gray or something not light blue.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Duuring on January 27, 2014, 02:48:05 pm
Well the men look a little weird but it's work in progress. Also why do they confederates have that realllly light blue strand around their hats? I think it looks kinda dumb. Make it gray or something not light blue.

Light blue was the color for the infantry. There were kepis and forage caps with it and without it.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: SeanBeansShako on January 27, 2014, 03:09:08 pm
Also the uniforms in the Alpha are still WIP templates without the realistic fluff yet. They are still making the basic mechanics work.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Von Alten on January 27, 2014, 06:28:55 pm
does anybody know if screenies of cavalry will be out?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Killington on January 27, 2014, 06:40:48 pm
I think I heard somewhere that they're doing horses last.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Von Alten on January 27, 2014, 06:53:25 pm
 :'(
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Hadhod on January 27, 2014, 06:55:45 pm
I think I heard somewhere that they're doing horses last.
Yup the devs stated they are gonna do it after they finished the rest ^^
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Turin Turambar on January 28, 2014, 06:11:30 pm
:'(
+1
 :-X
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Col. Sandman on January 30, 2014, 07:42:09 pm
Looks absolutely amazing!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Snowstorm on February 03, 2014, 02:15:50 am
Def. looks great  :D,  but I like the Napoleonic Wars era much more.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Von Alten on February 03, 2014, 09:29:51 am
fair enough for the devs, Infantry is defo the main part(in my opinion-pls no h8) so they should concentrate on that
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Mexican on February 04, 2014, 05:10:28 am
This looks really good! I can't wait for Bcof  :)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: AeroNinja on February 05, 2014, 02:27:32 pm
Def. looks great  :D,  but I like the Napoleonic Wars era much more.
yea me too maybe a dlc or mod from napoleonic era will come to BcoF if it's moddable... Well i hope
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Scoutie on February 05, 2014, 10:53:29 pm
Amazing! İ can't wait.  8)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Von Alten on February 06, 2014, 01:24:10 pm
Fallout 3 is an action role-playing open world video game developed by ..... Black Isle Studios was the developer of the original Fallout and Fallout 2. ... A teaser site for the game appeared on May 2, 2007, and featured music from the ... The festival took place on August 22–23 at Santa Monica's Aero Theater. ..... Beth Blog. :) :D
U wot
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Davout on February 06, 2014, 04:20:43 pm
Shellrazer Dev-Blog 22: Release Date and Teaser! 07/17/2012. Welcome ... Heh heh, this looks mightily like a certain tank game I made (Steamlands).
Go away
Title: Re: Developer Blog 22 - In-game Teaser
Post by: SeanBeansShako on February 06, 2014, 04:40:19 pm
Ignore the spambot, we'll deal with it.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Onii on February 06, 2014, 05:13:29 pm
Can't even be a proper spambot.

I disappoint.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Getty on February 07, 2014, 06:59:02 am
Can't even be a proper spambot.

I disappoint.
Can you send me money Onii? I am Nigerian Prince trying to reclaim throne pls halp.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rejenorst on February 07, 2014, 07:23:56 am
The throne of Noobs.

Title: Re: Developer Blog 22 - In-game Teaser
Post by: Lecourbe on February 08, 2014, 03:42:50 pm
I want this game :-*
Title: Re: Developer Blog 22 - In-game Teaser
Post by: AntonioTheWorstAtMelee on February 09, 2014, 12:12:13 am
Was there supposed to be a video accompanying this blog?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Killington on February 09, 2014, 05:35:20 am
Was there supposed to be a video accompanying this blog?

A reload/fire

https://www.fsegames.eu/images/devs/soldier_reload_aim_fire.mp4" type="video/mp4


And a walk:

   https://www.fsegames.eu/images/devs/soldier_walk_forwardsj.mp4
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Olafson on February 09, 2014, 03:12:04 pm
Also, in addition to the bullet trajectory stuff here is post that Beaver made back in November in the Donator Board. Graphics were turned all the way to a minimum for testing. The flag does not represent anything it is just a random texture.

Testing new bullet pathing script:
(https://www.abload.de/img/bulletpath5nsxw.png)
Here you can see the wind effect on pathing. Trees and flags are there as indicator of where the wind blows - this will be in-game too  (though it will look better, and the effect on trees won't be as overdone :P).
Might be slightly hard to see, but the red dot is where I am aiming, and the green line is the bullet path.


Looks great  ;D, very curious how the animations looks tho

Here are two videos that Vincenzo posted back in November, again, in the Donator Board. They are slightly changed by now, to make it work and look even better, but overall, this is how it looks.

A reload/fire


And a walk:


Page 3
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Peter on February 09, 2014, 08:07:35 pm
Def. looks great  :D,  but I like the Napoleonic Wars era much more.
yea me too maybe a dlc or mod from napoleonic era will come to BcoF if it's moddable... Well i hope

I'm not speaking for any direct plans, but it very much remains a fact that since BCoF's development necessitates creating a groundwork of code that could potentially be used in a huge variety of musket era situations I'm sure the team would be open to suggestions pending a successful release of BCoF. Making lots of models and textures while not exactly easy is an easier task than creating a game from scratch.. :)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Nimza on February 10, 2014, 09:35:24 am
Can't wait for this!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Lantking on February 10, 2014, 11:50:56 pm
Grand!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: GrandMaster on February 12, 2014, 11:51:40 pm
Also, in addition to the bullet trajectory stuff here is post that Beaver made back in November in the Donator Board. Graphics were turned all the way to a minimum for testing. The flag does not represent anything it is just a random texture.

Testing new bullet pathing script:
(https://www.abload.de/img/bulletpath5nsxw.png)
Here you can see the wind effect on pathing. Trees and flags are there as indicator of where the wind blows - this will be in-game too  (though it will look better, and the effect on trees won't be as overdone :P).
Might be slightly hard to see, but the red dot is where I am aiming, and the green line is the bullet path.


Looks great  ;D, very curious how the animations looks tho

Here are two videos that Vincenzo posted back in November, again, in the Donator Board. They are slightly changed by now, to make it work and look even better, but overall, this is how it looks.

A reload/fire

<video width="640" height="480" controls autoplay loop>
  <source src="https://www.fsegames.eu/images/devs/soldier_reload_aim_fire.mp4" type="video/mp4">
    <embed width="640" height="480" src="https://www.fsegames.eu/images/devs/soldier_reload_aim_fire.mp4">
  </object>
</video>



And a walk:


<video width="640" height="480" controls autoplay loop>
  <source src="https://www.fsegames.eu/images/devs/soldier_walk_forwardsj.mp4" type="video/mp4">
    <embed width=640" height="480" src="https://www.fsegames.eu/images/devs/soldier_walk_forwardsj.mp4">
  </object>
</video>


Page 3

RIFLE RAM RODS FINALLY, ave maria. On a serious note nice work with the physics it'll be good to see an m1861 which will function realistically in its bullet path.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: William on February 13, 2014, 02:57:33 am
Is it me or is that reload really fast?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on February 13, 2014, 05:04:19 am
Is it me or is that reload really fast?

It's not THAT fast. But ye, I think it's been fixed. But they should have reload times for a veteran and a regular infantryman and a fresh recruit. It would be a hell of a lot different.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: William on February 13, 2014, 05:06:07 am
I thought the average of a veteran soldier was 10 seconds, but I think it might be better to have a possible variety of reloads, you don't get a fixed time, so even if a whole company volleys, their reloads will be scattered taking in account that reloads will be different for every soldier and times vary.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Moldplayer on February 13, 2014, 05:13:43 am
I thought the average of a veteran soldier was 10 seconds.
Ten seconds would be very, very fast
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Turin Turambar on February 13, 2014, 12:35:45 pm
The average was for a well-trained soldier 20 seconds on the battlefield and maybe 15-18 on the training court.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Fallout on February 13, 2014, 06:53:18 pm
Is it me or is that reload really fast?
If you count, you can see it's exactly 13 seconds to reload and fire again.  Just like in Napoleonic wars, 13 seconds exact.  So no it's not fast it's the exact same reload time just as in NW.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Killington on February 13, 2014, 07:16:37 pm
Is it me or is that reload really fast?
If you count, you can see it's exactly 13 seconds to reload and fire again.  Just like in Napoleonic wars, 13 seconds exact.  So no it's not fast it's the exact same reload time just as in NW.
But isn't the NW reload also kinda fast?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Fallout on February 13, 2014, 08:17:12 pm
Does it even matter...? It's a game...It's a perfect balance with gameplay and history.  Having a 20 second reload would be too long for gameplay sake.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Hippity-Actual on February 14, 2014, 02:38:17 pm
Looks Great keep up the work :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: MR_Cheath on February 18, 2014, 07:30:07 pm
Pls! I wanna get the green lazor bullet pathing thing as a hax! k
Title: Re: Developer Blog 22 - In-game Teaser
Post by: BloodBeag on February 22, 2014, 03:16:19 pm
loads and loads of blood stains will make it good
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Frederik on February 23, 2014, 01:27:05 pm
Maybee you could make the soldier reload faster when enemys are in close range and/or shooting at you, but have a higher chance of misfire(if you add misfire)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: CharlieTheTurtle on February 25, 2014, 11:55:14 pm
we need NW to look like this! NOW! no, but serisouly when banner lord comes out we want a DLC like nw for bannerlord so that the graphics are cool

Why mod Banner lord when you can just mod BCoF which already has muskets/rifles?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Sir_Spill on February 27, 2014, 02:12:08 pm
ooooo looks good  ;D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Deacon on February 28, 2014, 09:46:05 pm
Hows the progession going? ^_^.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on March 01, 2014, 10:49:02 am
Hows the progession going? ^_^.

If you want to see how the progress is coming along, I suggest you donate to get access to the special "Donators" forum board. The developers post there more frequently then they do in other forums ;)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Ribs on March 04, 2014, 09:34:35 pm
Those screenies mmm  :-* :-*
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Wigster600 on March 15, 2014, 12:49:46 am
I don't care about the melee/ranged mechanics, I just want to know if there'll be any decent fence/wall scaling animation/mechanics.  :P
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Nox on March 19, 2014, 04:43:46 pm
I'm still waiting for the next dev blog... And will probably wait much longer.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: -~Carson~- on March 21, 2014, 09:31:36 pm
I'm still waiting for the next dev blog... And will probably wait much longer.

same
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Dom13WorstNW on March 22, 2014, 03:34:18 am
meh. just give them  time. I'm sure it will be worth the wait   :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: -~Carson~- on March 23, 2014, 03:57:24 am
meh. just give them  time. I'm sure it will be worth the wait   :D

yea
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rejenorst on March 23, 2014, 06:49:15 am
Next blog is written up and done etc and will be posted soon as the art assets that usually accompany the headers etc are done.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Andrew on March 23, 2014, 08:40:05 am
Next blog is written up and done etc and will be posted soon as the art assets that usually accompany the headers etc are done.
yay!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: regwilliam on March 25, 2014, 02:08:23 am
wonder what the next blog will be on me hopes some gameplay xD
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rejenorst on March 25, 2014, 04:32:44 am
The next blog will be about SFX. The blog after... will at least have much more of a chance of being gameplay since the devs are getting closer to implementing sounds and wrapping up a large chunk of the alpha code.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: regwilliam on March 25, 2014, 06:25:55 am
SFX remind me what that is again ?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Nox on March 25, 2014, 01:26:08 pm
SFX remind me what that is again ?
Special effects I believe... Or sound effects... I'm not sure either.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rejenorst on March 25, 2014, 01:46:22 pm
Sound Effects
Title: Re: Developer Blog 22 - In-game Teaser
Post by: regwilliam on March 27, 2014, 05:11:39 am
going to be a short blog then :(
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rejenorst on March 27, 2014, 09:00:43 am
going to be a short blog then :(

(https://www.fsegames.eu/forum/proxy.php?request=http%3A%2F%2Fstatic2.fjcdn.com%2Fcomments%2FMaybe%2Bif%2BI%2Bkeep%2Bwatching%2B_7af6b68a2f3e501c562cc98eb1242ae7.jpg&hash=b95b1325e9b321fca3745a823f35361f73f88aa0)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on March 27, 2014, 10:58:32 am
Sounds are very important in a game like this, so don't underestimate this blog.
Myself, I can barely wait! :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: SeanBeansShako on March 27, 2014, 02:17:08 pm
It is going to be amazing, as with the cruddy Warband engine you were limited to only hearing only a couple of sounds at all near you.

With Unity we'll be experincing soundgasms as we're not limited to 2-3 effects at once.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Vincenzo on March 27, 2014, 03:37:33 pm
It is going to be amazing, as with the cruddy Warband engine you were limited to only hearing only a couple of sounds at all near you.

With Unity we'll be experincing soundgasms as we're not limited to 2-3 effects at once.
Indeed, your ears will never feel more inside the barrel of a gun.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Rejenorst on March 27, 2014, 03:38:28 pm
Oh well... um ...  no pressure or anything ... :P
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Gamersaufromage on March 27, 2014, 09:22:19 pm
Oh well... um ...  no pressure or anything ... :P


 ;)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Cooper on March 28, 2014, 03:02:30 pm
It is going to be amazing, as with the cruddy Warband engine you were limited to only hearing only a couple of sounds at all near you.

With Unity we'll be experincing soundgasms as we're not limited to 2-3 effects at once.
Indeed, your ears will never feel more inside the barrel of a gun.
dubstep?  ;D
Ok bad joke^^
Sounds pretty cool, my ears can't wait  :D
Title: Re: Developer Blog 22 - In-game Teaser
Post by: regwilliam on April 01, 2014, 10:41:46 pm
need...new..blog....cant...wait...much longer!!!!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: William on April 02, 2014, 03:09:29 am
need...new..blog....cant...wait...much longer!!!!
Donator blog is supposed to have some nice goodies.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: ClearlyInvsible on April 02, 2014, 03:09:42 am
I'm broke.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on April 02, 2014, 07:14:40 am
I'm broke.

dont spend ALL your money on reenactment gear  ;)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Wigster600 on May 08, 2014, 09:42:51 pm
Lol I hope they keep the melee system identical to Warband... or I fear I might have wasted 200hrs of groupfighting ! :/
I'd prefer something new, from what I saw on NW was terrible flukey and ghosty.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on May 09, 2014, 02:19:03 am
Lol I hope they keep the melee system identical to Warband... or I fear I might have wasted 200hrs of groupfighting ! :/
I'd prefer something new, from what I saw on NW was terrible flukey and ghosty.

I like the system, but it has to be improved.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Josy_Wales on May 09, 2014, 08:27:17 am
I think it should be harder to block so its not going to be infinety blocking, and make it look good(if possible). I am getting a bit tired of all the spinning around like a a madman type of NW melee. I believe the fse team will figure out the best way :)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Earth Bby on May 09, 2014, 08:32:55 am
I'd like the see how the new stamina feature is used for melee, if it stops chains kills I won't be happy >:(
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Cooper on May 10, 2014, 10:02:56 am
I'd like the see how the new stamina feature is used for melee, if it stops chains kills I won't be happy >:(
I have to agree  >:(
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Fallout on May 12, 2014, 04:30:35 pm
Although this is a new game it's indefinitely going to have the same community.  So my biggest fear is if they're going to stray too far what everyone enjoys and they lose their community.  I'm going to wait a while to see if I buy this or not.  Too much to question and see before I start throwing money at my screen.  For all I know this could be war of the roses all over again.   (Terrible game in my opinion that was a lot like warband) 
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Onii on May 12, 2014, 05:04:07 pm
Problem is, if they stay too close to NW, it'll just be looked at as it with better graphics, which isn't what FSE or what I think most of the community neither wants.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on May 12, 2014, 06:28:16 pm
Problem is, if they stay too close to NW, it'll just be looked at as it with better graphics, which isn't what FSE or what I think most of the community neither wants.

+1

I want something new, better, but with the same style. And I am SURE that is how BCoF will end up. I can't wait.
And if people miss NW, it will still be there ;)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: ClearlyInvsible on May 12, 2014, 08:41:35 pm
Problem is, if they stay too close to NW, it'll just be looked at as it with better graphics, which isn't what FSE or what I think most of the community neither wants.

+1

I want something new, better, but with the same style. And I am SURE that is how BCoF will end up. I can't wait.
And if people miss NW, it will still be there ;)

+2
Title: Re: Developer Blog 22 - In-game Teaser
Post by: {Day} on May 14, 2014, 05:37:56 pm
My goodness,the community keeps growing every time I come back,it seems everyone is telling their friend's friend's friend's friend's friend's friend's uncle about this.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Penn on May 16, 2014, 12:26:52 am
My goodness,the community keeps growing every time I come back,it seems everyone is telling their friend's friend's friend's friend's friend's friend's uncle about this.

I bet you a million dollars that that cannot be true xD
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Nox on May 18, 2014, 04:34:53 pm
I check in everyday hopping there is something new... When is the next devblog coming? Like in weeks or months? xD
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on May 18, 2014, 11:30:36 pm
I check in everyday hopping there is something new... When is the next devblog coming? Like in weeks or months? xD

next dev blog is going to be the trailer i think. so maybe not for a while, but it will be worth the wait.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Killington on May 18, 2014, 11:36:05 pm
There is a 23rd dev blog, but for some reason the top right 'News' section still says that the 22nd was the latest ???
Title: Re: Developer Blog 22 - In-game Teaser
Post by: George385 on May 19, 2014, 09:40:39 am
There is a 23rd dev blog, but for some reason the top right 'News' section still says that the 22nd was the latest ???

because the devs are special like that  ::)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Evil_Irish on June 12, 2014, 07:06:57 pm
Finally got around to reading this blog and I wondering will the animations change for when you are crouched?? I figure they will but just curious. What about if you have the ability to lie flat on the ground, a common thing after a charge had failed??
Title: Re: Developer Blog 22 - In-game Teaser
Post by: FrapesSalonika on August 11, 2014, 12:57:56 pm
Just perfect!
Title: Re: Developer Blog 22 - In-game Teaser
Post by: BSM 'Shut up' Williams on January 28, 2015, 01:59:13 pm
I'm just so excited for this!

PS: I wonder who, if ever, will donate a million Euros.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: William on January 28, 2015, 10:14:34 pm
Hard to believe it's been a year and we've barely seen much else in terms of gameplay or much news period.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Julianator1515 on January 31, 2015, 09:10:55 pm
I hope both
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Johann on February 03, 2015, 07:25:41 am
It's dead bro.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Furrnox on February 03, 2015, 10:17:55 am
All hope is lost.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Newkirk on February 08, 2015, 09:17:52 am
Olaf, wtf.

Olaf, are you okay?
Title: Re: Developer Blog 22 - In-game Teaser
Post by: sokolow11 on March 20, 2015, 05:10:51 am
J'ai dû rater un épisode. housse Galaxy Ace 4 (http://www.coquegalaxystar2.com) chargeur adaptateur Galaxy Ace 4 (http://www.coquegalaxystar2.com/category-chargeur-et-c%C3%A2ble-galaxy-ace-4-8.html)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Onii on March 20, 2015, 08:50:50 am
J'ai dû rater un épisode.
Either the worst spambot, or the most irrelavant statement ever.

Also in french, we no french here.
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Josh Faraday on March 26, 2015, 08:02:46 am
J'ai dû rater un épisode.
Either the worst spambot, or the most irrelavant statement ever.

Also in french, we no french here.
aye
Title: Re: Developer Blog 22 - In-game Teaser
Post by: Chad on March 26, 2015, 10:29:00 pm
J'ai dû rater un épisode.

Random pls  ::)
Title: Re: Developer Blog 22 - In-game Teaser
Post by: SilverFlamingo on March 31, 2015, 04:56:37 pm
*snip*
Title: Re: Developer Blog 22 - In-game Teaser
Post by: QRR_Valdetantor on December 05, 2017, 08:55:03 pm
rip