Anvil Game Studios

Officer's Mess => News & Announcements => Topic started by: Refleax on February 26, 2017, 02:18:21 am

Title: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Refleax on February 26, 2017, 02:18:21 am
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Marshal LongTree on February 26, 2017, 02:32:18 am
just gimme the game
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Leaf on February 26, 2017, 02:33:07 am
Nice!
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Truth on February 26, 2017, 02:34:12 am
Looks bloody great!
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Luke on February 26, 2017, 03:10:49 am
Ok i will die if you do not let us buy it now  :'(
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Carson on February 26, 2017, 03:38:20 am
Beautiful  :D
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Nurdbot on February 26, 2017, 04:22:11 am
It looks nice and all, but I've got questions now bouncing around in my head about defenders maintaining walls, repairing guns and how the area control/ticket system works with both sides.

Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Aurentius on February 26, 2017, 10:42:48 am
This sounds so amazing! Can't wait to play the game
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Amic on February 26, 2017, 12:49:18 pm
Very nice. Would like to see some videos from the game soon.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Dukey on February 26, 2017, 12:58:54 pm
Looking great!  :D
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: AgentMWolf on February 26, 2017, 01:27:49 pm
looking really good. Can't wait to take down the walls with the ships cannons ;)
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: GodEmperorTitus on February 26, 2017, 03:09:47 pm
Quote
Keep your head low and watch out for the musket and cannon fire!

Nevah! We'll march into that fort with heads held high bigod!

Seriously though, I'm loving this map.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Chequered on February 26, 2017, 03:51:59 pm
Fucking sweet looking!
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Ace on February 26, 2017, 04:58:29 pm
Cute
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Barbaneth on February 26, 2017, 05:28:02 pm
Awesome.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Midnight on February 26, 2017, 05:30:24 pm
Spectacular (See I can do one word responses too!)
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: usnavy30 on February 26, 2017, 10:54:00 pm
If players make use of ladders to scale the walls en-masse, I hope there is room for actual ladder climbing animation(s) for steep ladders. If there are rowboats, is there an actual rowing animation? The fort looks nice, and I hope the gunboats are usable more than just an alternative to regular rowboats, with firing the cannon on the boat. Surely the fort layout is not too simple, the main problem with sieges in previous games: quickly learning about the map layout for the attackers to eventually learn the quickest way to capture the fort's flag. If the attacking team does that every time, it can easily kill the enjoyment and immersion of an actual siege. I don't want sieges to end in less than five to ten minutes the first time. As Nurdbot said, the defenders should be able to repair the fort's cannons. It would be quite the one-sided affair if cannons, especially the fort's, are un-repairable. The fort looks daunting at first and it should be a challenge to bring it down or defend it, if the main game winning objective is to bring the fort to its knees. Or is it to capture the fort's flag sort of deal? Thank you again for consistent news developer blogs, it goes a long way to maintain interest and desire to check it out swiftly.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Harris1815 on February 27, 2017, 02:21:43 am
I second Navy. He is right about finding the fastest way to cap. I have played minisiege( NW siege Server) and it does it brilliantly it has multiple routes and new players take the obvious choice of going on the ladder but experienced players can always take the underground route or simply go sapper spam fences to climb up on to the walls. And some maps really only have 1 entrance which could be a single ladder and it just comes down to fighting and shooting experience.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Rejenorst on February 27, 2017, 05:02:06 am
and I hope the gunboats are usable more than just an alternative to regular rowboats, with firing the cannon on the boat.

Just for clarification; How do you mean usable? If I am reading the statement right you mean more than just a boat with a cannon ie: the ability to control things on the boat like sails etc?

Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Blaze on February 27, 2017, 07:28:49 pm
With every developer blog, comes great excitement for the game.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: usnavy30 on February 27, 2017, 07:36:19 pm
and I hope the gunboats are usable more than just an alternative to regular rowboats, with firing the cannon on the boat.

Just for clarification; How do you mean usable? If I am reading the statement right you mean more than just a boat with a cannon ie: the ability to control things on the boat like sails etc?
Yes, to clarify I meant the 'gun' on the boat that is the gunboat's namesake. If we can fire the cannon on the 'gun'boat it could be a more tactical means of transportation and hit-and-run tactics. Or at least, ability to retaliate if the boat is targeted by cannon fire. Controlling the sails on a boat as small as a gunboat or regular boat would be great too.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Refleax on February 27, 2017, 08:00:42 pm
and I hope the gunboats are usable more than just an alternative to regular rowboats, with firing the cannon on the boat.

Just for clarification; How do you mean usable? If I am reading the statement right you mean more than just a boat with a cannon ie: the ability to control things on the boat like sails etc?
Yes, to clarify I meant the 'gun' on the boat that is the gunboat's namesake. If we can fire the cannon on the 'gun'boat it could be a more tactical means of transportation and hit-and-run tactics. Or at least, ability to retaliate if the boat is targeted by cannon fire. Controlling the sails on a boat as small as a gunboat or regular boat would be great too.

You can indeed fire the cannon on the Gunboat. Albeit it being the smallest of ships with artillery on it, we have found that it makes for some very interesting gameplay.

I think it would be nice to showcase the Gunboat in a future developer blog.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Gurkha on March 03, 2017, 11:30:25 pm
Are forward attacker spawns bound to "shipyards", I would rather have them included without bound to something and can we have more than one forward attacker spawn?

Could defenders pick where they spawn as well?

Also to the devs;

Don't let this be a thing in hold fast.

(http://gyazo.com/71d172e023b30b65170e05a10a33cd10.png)

Also don't make sapper defences stackable so people use them to get over walls and such. I spend hours creating maps just to see people bypass the defences when a sapper shit builds to get over walls.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Refleax on March 04, 2017, 12:54:56 am
Are forward attacker spawns bound to "shipyards", I would rather have them included without bound to something and can we have more than one forward attacker spawn?

Could defenders pick where they spawn as well?

The shipyard capturable point and Fort Imperial itself will be owned by the defenders at the start of the match. As a defender, you will be able to spawn on both of them.

If the attackers capture the shipyard, they can spawn on it in limited numbers. However, they will not be forced to spawn on it. This means that if do so choose, as an attacker you can still remain on your ship or boat even after the shipyard has been captured.

From our preliminary testing, the shipyard forward position provided for an interesting mechanic to make the map more unique. Nothing is set in stone however and if our future tests prove that a certain feature requires balancing we’ll work on it.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Gurkha on March 04, 2017, 03:21:42 pm
Chickens confirmed?
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Refleax on March 04, 2017, 03:57:16 pm
Chickens confirmed?

Ay! It's official.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Irahi on March 04, 2017, 06:09:10 pm
Chickens confirmed?

Ay! It's official.
:D chickens
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Rejenorst on March 05, 2017, 02:06:10 am
Holdfast Guide: Do not kill the chickens...
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Mony-Clair on March 05, 2017, 02:37:14 am


Like in Zelda games ?
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Rejenorst on March 05, 2017, 03:58:08 am
I was thinking SKyrim :D

Spoiler
[close]
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Refleax on March 05, 2017, 07:47:27 pm
On a side note, we may not be able to release a developer blog this week. There is a substantial amount of work on the game itself that has been increasingly piling up due to some changes that we’re currently working on. These changes are all based on feedback from our community.

We’re a relatively small team. Trying to slot blogs into our busy schedule for the release of the game on Early Access this year is no easy task. However, even at the cost of our social life, we’ll do our best to write at least two developer blogs every month.

With that being said, I’m currently writing another blog about our plans for one of the classes and the class system itself. Here’s a little teaser for you lads.


(https://abload.de/img/holdfastnaw-infantryok7ks5.png)

                                                                                                                       Holdfast NaW - Infantry Officer [High Resolution Image] (http://i.imgur.com/60lUnKf.jpg)
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Irahi on March 05, 2017, 09:59:17 pm
Its sick looking screenshot. Good job :)
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Santander Jim on March 05, 2017, 10:00:11 pm
Strongly recomend to watch this video after reading https://vk.com/video-96474146_456239532
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Harris1815 on March 06, 2017, 03:47:29 am
Strongly recomend to watch this video after reading https://vk.com/video-96474146_456239532

Cool video only problem I don't speak russian.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Bravescot on March 06, 2017, 11:54:47 am
Why is a British line infantry officer of the early 1800s wearing a Bicorn hat? Should he not be wearing a shako?
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Rejenorst on March 06, 2017, 12:18:37 pm
I think they wore those hats at least up until 1811 if I am not mistaken as well as in the Peninsular wars. Varied from regiment to regiment I would assume as well.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Bravescot on March 06, 2017, 01:15:13 pm
I think they wore those hats at least up until 1811 if I am not mistaken as well as in the Peninsular wars. Varied from regiment to regiment I would assume as well.
You'd find Lieutenant Colonels and upwards in staff positions wearing them, this is true. The fashion however was to have the points going front to back, not side to side. In terms of army regulation, the stove pipe shako was adopted in 1799 and was the standard dress of both men AND officers for Line Infantry. An officer in the field wearing a biocorn would get in real trouble.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: AgentMWolf on March 06, 2017, 02:12:55 pm
(http://i67.tinypic.com/2zr0ow5.jpg)
British; 20th Regiment of Foot, Centre Company, Officer(Sergeant at rear) , Egypt, 1801

(http://i64.tinypic.com/dpzlae.jpg)

(http://i63.tinypic.com/8wbpee.jpg)
Officer of the 49th Regiment of Foot 1812.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Bluehawk on March 06, 2017, 02:15:11 pm
The proper fashion for the cocked hat in British regulations, be it three-cornered or two, was always to have the cockade and loop in line with the left eye.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Bravescot on March 06, 2017, 04:02:59 pm
The proper fashion for the cocked hat in British regulations, be it three-cornered or two, was always to have the cockade and loop in line with the left eye.
The shit balls have I been reading then? xD.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Jackson on March 06, 2017, 09:18:48 pm
Why is a British line infantry officer of the early 1800s wearing a Bicorn hat? Should he not be wearing a shako?

Line infantry officers weren't ordered to wear shakoes in the field until 1812, the same time they adopted light infantry style coatees.

Although they did often wear the hats 'fore-and-aft', they were technically forbidden from doing so.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Irahi on March 06, 2017, 10:47:30 pm
Who is right than ?
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: James Brock on March 07, 2017, 02:17:10 am
Took me 5 min, explains the quality.

(http://i.imgur.com/xLdt7kH.jpg?1)

Ehh?
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: James Brock on March 07, 2017, 02:47:15 am
Or this one.

(http://i.imgur.com/zRjC0rh.png)


:D
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Dius on March 07, 2017, 11:02:14 am
Refleax, give us a french officer picture please   :-*
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Refleax on March 07, 2017, 11:46:05 am
Refleax, give us a french officer picture please   :-*

We'll be releasing the blog about the Infantry Officer and class system this week. Within it, we will be showing the French Officer.

You'll get to see it in all its glory.

Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Dius on March 07, 2017, 02:19:01 pm
Very nice  ;)
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Bravescot on March 07, 2017, 08:09:44 pm
Who is right than ?
Though I got a few things right, I got more wrong. Bluehawk and Jackson are the peeps to listen to.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Irahi on March 10, 2017, 12:11:45 am
Any cavalry screenshots ? Anything?
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Youzi on March 10, 2017, 05:00:34 pm
Nice~
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: James Brock on March 11, 2017, 12:31:25 am
Any cavalry screenshots ? Anything?

Patience, Im sure they will mention something about this soon. Although not sure how a moving entity like it could be implement in unity with a nice fluid animation. Kinda like BF1.

See, the horses had basic animations in NW, kinda a shit job tbh, they had no visual physics.
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Irahi on March 11, 2017, 12:45:40 am
Any cavalry screenshots ? Anything?

Patience, Im sure they will mention something about this soon. Although not sure how a moving entity like it could be implement in unity with a nice fluid animation. Kinda like BF1.

See, the horses had basic animations in NW, kinda a shit job tbh, they had no visual physics.
As long as competitive cav matches are possible Im okay with it :p
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: usnavy30 on March 12, 2017, 03:28:00 am
You can indeed fire the cannon on the Gunboat. Albeit it being the smallest of ships with artillery on it, we have found that it makes for some very interesting gameplay.

I think it would be nice to showcase the Gunboat in a future developer blog.
Sweet, sorry for the late reply. I saw your quick reply, thought about it, and whatever Unity provides for the game, hope there is likewise the potential to overcome any limitations. Even just one dev blog per month would suffice, however two blogs a month sounds good. Whatever the next dev blog entails, I hope we read about the game's early access price next. Past the green light, alright and that is great!
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: Cara on March 16, 2017, 04:29:29 pm
This is beautiful, keep up the good work  :)
Title: Re: Developer Blog 4 - Fort Imperial. Coastal siege
Post by: mikeosix on March 29, 2017, 06:21:39 pm
looks amazing! Can't wait for the initial beach landing d-day style.