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Author Topic: Developer Blog 11 - Crosshills. Skirmish map and time of day  (Read 1681 times)

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Offline Refleax

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« Last Edit: May 28, 2017, 08:04:31 pm by Refleax »

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Offline Zebra

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Re: Developer Blog 11 - Crosshills. Skirmish map and time of day
« Reply #1 on: May 28, 2017, 08:08:31 pm »
No words.... amazing!  :o

Offline Dukey

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Re: Developer Blog 11 - Crosshills. Skirmish map and time of day
« Reply #2 on: May 28, 2017, 08:09:41 pm »
Looking good!  :)

Offline iWeester62

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Re: Developer Blog 11 - Crosshills. Skirmish map and time of day
« Reply #3 on: May 28, 2017, 08:17:23 pm »
Amazing  :D ;D

Offline Brock

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Re: Developer Blog 11 - Crosshills. Skirmish map and time of day
« Reply #4 on: May 28, 2017, 08:47:27 pm »
Great stuff, just so this does not get buried in the discord, Ill put it here.


Speaking of motion capture, you can already see the running and walking animations are amazing period. Its just the upper body that needs work. seems as if the camera in 3rd person is like stuck to the body, so you dont get that realistic feeling of the heavy equipment and weight. Needs shoulder movement. The Ammo pouch along with the other equipment he has needs to be moving a little when the character is moving, kinda looks like its molded to the guy. Also musket needs some work with sounds and feel. Also again, just to keep in mind, the rifle did have a lower pitch when fired historically because of the grooves, it took longer for the pellet to leave the barrel, thus causing the lower pitched sound.

Other then that I love it.

Offline Bluehawk

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Re: Developer Blog 11 - Crosshills. Skirmish map and time of day
« Reply #5 on: May 28, 2017, 08:49:21 pm »
Is there a mechanic for synchronous fire, or was that just well coordinated?

Also again, just to keep in mind, the rifle did have a lower pitch when fired historically because of the grooves, it took longer for the pellet to leave the barrel, thus causing the lower pitched sound.

Rifled carbines like the Baker rifle with patched balls on average attain higher muzzle velocities than smoothbore infantry muskets firing from a simple paper cartridge, because they form a better gas-seal and can accelerate more efficiently, even despite the shorter barrel.
« Last Edit: May 28, 2017, 09:24:33 pm by Bluehawk »

Offline Brock

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Re: Developer Blog 11 - Crosshills. Skirmish map and time of day
« Reply #6 on: May 28, 2017, 08:54:27 pm »
Is there a mechanic for synchronous fire, or was that just well coordinated?

Definitely coordinated. It would not be very fun with a mechanic like that because it would make everyone lazy in front of their keyboard. What makes this type of era fun, is team play. not to much the fact the officer makes everyone fire when he presses a button.
« Last Edit: May 28, 2017, 08:57:50 pm by Brock »

Offline Harris1815

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Re: Developer Blog 11 - Crosshills. Skirmish map and time of day
« Reply #7 on: May 28, 2017, 09:04:43 pm »
Is it me or does it feel like im watching Cossacks 3 battle but you control the soldier?

Question: Is First person going to be the Priority because I would really love if it was First Person focused as I don't want it to cheeky looking around a corner but for melee purposes im totally cool.
God is not on the side of the big battalions, but on the side of those who shoot best  ~  Voltaire

Offline Brock

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Re: Developer Blog 11 - Crosshills. Skirmish map and time of day
« Reply #8 on: May 28, 2017, 09:16:44 pm »
Is it me or does it feel like im watching Cossacks 3 battle but you control the soldier?

Question: Is First person going to be the Priority because I would really love if it was First Person focused as I don't want it to cheeky looking around a corner but for melee purposes im totally cool.

The only time you would melee in 1st person in NW was until you found the 3rd person toggle.

Offline Nurdbot

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Re: Developer Blog 11 - Crosshills. Skirmish map and time of day
« Reply #9 on: May 28, 2017, 10:23:15 pm »
The map looks nice, and I am quite thrilled to see the day and night cycle thing (along with the officers lantern) working. Keep up the good work devs!

Offline Syncmaster667

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Re: Developer Blog 11 - Crosshills. Skirmish map and time of day
« Reply #10 on: May 28, 2017, 10:41:58 pm »
Oh boi, them visuals tho, looking gooooooood. Keep the dev blogs and work coming!

Offline McLovin

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Re: Developer Blog 11 - Crosshills. Skirmish map and time of day
« Reply #11 on: May 29, 2017, 12:10:04 am »
Looking good as usual. Im very jealous!

Offline Rycon

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Re: Developer Blog 11 - Crosshills. Skirmish map and time of day
« Reply #12 on: May 29, 2017, 12:43:30 am »
Thanks for the good comments! Keep on the lookout for even more great looking maps.

PS: I'll be finalizing the snow environment tomorrow.
« Last Edit: May 29, 2017, 01:03:47 am by Rycon »

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Offline Refleax

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Re: Developer Blog 11 - Crosshills. Skirmish map and time of day
« Reply #13 on: May 29, 2017, 01:31:09 am »
Is there a mechanic for synchronous fire, or was that just well coordinated?

Malakith said the usual commands and onwards we went with firing a volley.

I can confirm that there's no mechanic for synchronous fire.


What do you guys think about the background music in the video? Would you like a compilation of similar music to be present in the game?
« Last Edit: May 29, 2017, 01:45:05 am by Refleax »

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Offline Brock

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Re: Developer Blog 11 - Crosshills. Skirmish map and time of day
« Reply #14 on: May 29, 2017, 02:07:13 am »
Is there a mechanic for synchronous fire, or was that just well coordinated?

Malakith said the usual commands and onwards we went with firing a volley.

I can confirm that there's no mechanic for synchronous fire.


What do you guys think about the background music in the video? Would you like a compilation of similar music to be present in the game?

Just excellent. Im sure not many people noticed it. Can I ask, did you guys compose it yourself? or did you get it licensed?

And about your question, I kinda liked the Classical music in NW  ::), But a combination of both composed combinations and Classical would be alright, better though if you could switch what you would want to listen to when it comes to in game 'music' in the character menu, or whatever menu there would be.
« Last Edit: May 29, 2017, 02:09:53 am by Brock »