Anvil Game Studios

Officer's Mess => News & Announcements => Topic started by: Refleax on June 08, 2017, 07:46:27 pm

Title: Developer Blog 12 - Desert ruins. An army based map
Post by: Refleax on June 08, 2017, 07:46:27 pm
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: AgentMWolf on June 08, 2017, 08:20:00 pm
Looking Good. Always like a good desert map  :D
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: Harper on June 08, 2017, 08:23:30 pm
The map looks amazing, the ruins on this map will add are more tactical style of gameplay
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: usnavy30 on June 08, 2017, 08:24:35 pm
Pretty cool, a desert map and a winter map afterwards will be good for seasonal variety. I see you have crouch walking as well. What kind of architecture are the desert ruins based off of? Also, will both factions share the same color of cannons?
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: McLovin on June 08, 2017, 08:25:37 pm
Really nice - I like the noise of the wind, and how the noise of the footsteps are muffled on the sand while louder on a solid surface, really creates a nice atmosphere.
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: iWeester62 on June 08, 2017, 08:40:00 pm
Looking good.
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: DΛRKWΛVΣ on June 08, 2017, 09:11:13 pm
Looks very nice. Could you guys fire a musket once when you do these kind of videos? I'm really eager to see how the particle effects and shooting looks like. :D
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: Olafson on June 08, 2017, 09:33:38 pm
Pretty cool, a desert map and a winter map afterwards will be good for seasonal variety. I see you have crouch walking as well. What kind of architecture are the desert ruins based off of? Also, will both factions share the same color of cannons?

I based the architecture on a quite random collection of ancient ruins/buildings that still exist today and modified them to fit a more desertish theme. They range from buildings in Italy to France, Greece, Germany and Syria. It is a game, so I did not care too much about the architecture actually being from different cultures and different eras. They work together, which is all that matters.

That being said, do not think that we are only making fictional maps. We have a bunch of historically accurate and less fictional maps in the game too (Mostly forts though) and we are probably going to add more historically accurate maps to the list later.
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: James Brock on June 08, 2017, 10:02:19 pm
Let me give my thanks for the time for development and time for making this blog possible.

The map looks fantastic. I love the idea of small skirmishes happening.

Also an update from me with the UI. I wanted to thank Refleax and everyone who worked on the UI. It looks much better.
I will also be making some nice exemplars for some UI redesign, Ammo meter, health, and compass. I will let you guys know when I am finished with that.

Cheers, Brock.
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: usnavy30 on June 08, 2017, 10:17:20 pm
Pretty cool, a desert map and a winter map afterwards will be good for seasonal variety. I see you have crouch walking as well. What kind of architecture are the desert ruins based off of? Also, will both factions share the same color of cannons?

I based the architecture on a quite random collection of ancient ruins/buildings that still exist today and modified them to fit a more desertish theme. They range from buildings in Italy to France, Greece, Germany and Syria. It is a game, so I did not care too much about the architecture actually being from different cultures and different eras. They work together, which is all that matters.

That being said, do not think that we are only making fictional maps. We have a bunch of historically accurate and less fictional maps in the game too (Mostly forts though) and we are probably going to add more historically accurate maps to the list later.
Thanks for the fast reply, Olafson. I don't mind the fictional aspect of maps, if it's fun to play on that's good enough for me at least. Like running on an aqueduct. Historical maps are fine too, I always like to know the background on the battlefields. If I may also ask, what about the cannons choice of color between factions? Will both factions use the same type of cannons with blue painting? I wouldn't mind if they do or don't, I'd just like to know.
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: Nurdbot on June 08, 2017, 10:41:53 pm
Looks lovely, I always enjoyed the Mount & Musket style deserts with features rather than the barren wastelands of the Warband DLC ones. It looks just as lovely at night too.

I cannot wait to see the snow themed map and others in the future too.
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: Exodus on June 08, 2017, 11:27:28 pm
The map gets me excited! It looks bloody amazing and I'm actually pumped! Definitely keen to play  ;D
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: Olafson on June 08, 2017, 11:32:38 pm
For now both factions use the same cannon, but if we manage to find some more time, we might add the french gribeauval carriage too.
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: Refleax on June 08, 2017, 11:56:04 pm
I cannot wait to see the snow themed map and others in the future too.

We'll write a developer blog about that sometime.

The plains snow map we have yet to show looks pretty damn great in my opinion. It becomes quite atmospheric when coupled with fog.


Let me give my thanks for the time for development and time for making this blog possible.

The map looks fantastic. I love the idea of small skirmishes happening.

Also an update from me with the UI. I wanted to thank Refleax and everyone who worked on the UI. It looks much better.
I will also be making some nice exemplars for some UI redesign, Ammo meter, health, and compass. I will let you guys know when I am finished with that.

Cheers, Brock.

You're welcome.
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: Bluehawk on June 09, 2017, 12:39:16 am
Speaking of the ammo metre, I notice it represents a loaded musket with a digit, "1", like most shooters with magazine-fed weapons. I wonder will there be multiple-shot weapons in the future, like Nock guns, double-barrel rifles, or even William Dupree's dreaded double-volley carbine (14 barrels)?
Not a real suggestion
[close]

In other words, will the number ever exceed 1?
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: James Brock on June 09, 2017, 01:28:34 am
Speaking of the ammo metre, I notice it represents a loaded musket with a digit, "1", like most shooters with magazine-fed weapons. I wonder will there be multiple-shot weapons in the future, like Nock guns, double-barrel rifles, or even William Dupree's dreaded double-volley carbine (14 barrels)?
Not a real suggestion
[close]

In other words, will the number ever exceed 1?

Bluehawk! you are to modern my man.

try something like this.

(http://3.bp.blogspot.com/-jwtw4DafK1I/UgQUD-8dJiI/AAAAAAAAUCQ/AC2BH5jx-VA/s1600/StPArtMus2013-205.JPG)
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: Exodus on June 09, 2017, 08:17:04 am


nah! something more like this
(http://www.iro.umontreal.ca/~vaucher/History/Ships_Discovery/Ships/Victory_3w.jpg)
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: Jackson on June 09, 2017, 08:26:20 am
What in the world have you managed to do?
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: Olafson on June 09, 2017, 09:25:27 am
Fixed.
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: Nurdbot on June 09, 2017, 03:21:04 pm
Speaking of the ammo metre, I notice it represents a loaded musket with a digit, "1", like most shooters with magazine-fed weapons. I wonder will there be multiple-shot weapons in the future, like Nock guns, double-barrel rifles, or even William Dupree's dreaded double-volley carbine (14 barrels)?
Not a real suggestion
[close]

In other words, will the number ever exceed 1?

I read the Nock gun would cause injury to all but the strongest of men who fired it and dread to think how dangerous this one would be to the average man of the era using this.

But would be nice if we had some multi barreled weapons for variety sake now for some elites/militia/cavalry.
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: Jackson on June 09, 2017, 09:18:32 pm
That would be interesting, although historically unjustifiable (I say while sat here adding Bluehawk's double Nock gun to my mod).
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: Bluehawk on June 09, 2017, 09:30:17 pm
Firing one set of barrels at a time, you would feel less recoil than a Nock gun because of the inertia of the extra weight. Firing both sets at once however....
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: Coldstreamer on June 11, 2017, 09:13:32 pm
Wow.. love how this keeps getting updated!!  Looks amazing the running is great too!
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: Youzi on June 13, 2017, 06:07:45 am
nice ;D ;D
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: usnavy30 on June 25, 2017, 01:47:39 am
Bluehawk! you are to modern my man.

try something like this.

Spoiler
[close]
Brock, what is the name of this artillery monstrosity?
Title: Re: Developer Blog 12 - Desert ruins. An army based map
Post by: Bluehawk on June 25, 2017, 02:01:09 am
Andrey Nartov's "rotating battery". 44 3-lber mortar barrels that fired in sets of five or six at a time, allowing for eight discharges before it needed to be reloaded. It was never approved for field-use, since the carriage couldn't withstand the weight and recoils.