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Development Info Age of Decadence: a new combat video

Elwro

Arcane
Joined
Dec 29, 2002
Messages
11,747
Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
Tags: Age of Decadence; Iron Tower; Vault Dweller

<a href="http://www.irontowerstudio.com/">Iron Tower</a> have released the second <a href="http://www.irontowerstudio.com/video/AoD_combat2.avi">combat video</a> of their upcoming RPG, <a href="http://www.irontowerstudio.com/">Age of Decadence</a>. Click <a href="http://www.irontowerstudio.com/video/AoD_combat2.avi">the link</a> for some three-on-one action and a nasty surprise; don't forget to comment!
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Thanks, <strong>Vault Dweller!</strong>
 

tarkin

Augur
Joined
Apr 27, 2005
Messages
939
Wasteland 2
You remember the south park episode where Ike was sexually abused by his teacher?
All i have to say is "Nice".
 

NiM82

Prophet
Joined
Jun 21, 2007
Messages
1,358
Location
Kolechia
Looks pretty cool, but I second the need for impact sounds/grunts.

Q: Is the spear recoverable from the npc it hit? Seemed a bit odd the way it vanished and didn't fall to the ground/stick in.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,024
It drops on the ground, but isn't shown. You don't pixel-hunt items; instead you click the eye button and get all available* items Realms of Arkania style. Simple and effective.

* your "available" radius is much smaller during combat.

We will try to implement some "visual aid" system though, like a loot bag or a chest.
 

OSK

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Oh man. I hate sad endings.

So is there some kind of penalty for switching weapons like that in mid-combat?
 

Nael

Arcane
Joined
Dec 12, 2005
Messages
11,384
Location
Indy
I must be the only one that this video is playing upside down and backwards for...? :?
 

RGE

Liturgist
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Jul 18, 2004
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Karlstad, Sweden
Don't bring a sword and board to a gunfight, eh? :wink:

Looked impressive enough. The highlights in the choose-your-attack-menu could be a bit more visible. Red seems like an appropriate colour. Certainly better than making them grey, I'd say. But perhaps there's a thread in the devoted forum that's already gone through that?

OldSkoolKamikaze said:
So is there some kind of penalty for switching weapons like that in mid-combat?
If you look carefully beneath the little boot (perhaps with wings?), you can see how going into the inventory costs 4 Action Points, just like in Fallout.
 

Deacdo

Liturgist
Joined
Oct 24, 2004
Messages
585
Pretty good. Keeps looking better and better. Wish more than ever it wasn't just single character control in combat, though.
 

Slylandro

Scholar
Joined
Nov 27, 2005
Messages
705
Very nice video, would have been somewhat better if you could hear the sound effects.
Yeah I think that's pretty much the only major way the video could be improved, if the sound effects (if there are any) could be heard. Maybe the music drowned them out. Sounds of metal clashing, bodies getting slashed, guards getting knocked to the ground, etc would add a lot I think to the combat sequence. But other than that, it looks absolutely amazing. Almost doesn't look like an Indie game anymore.
 

John Yossarian

Magister
Joined
May 8, 2006
Messages
1,000
Location
Pianosa
There are no sound effects right now. VD said they're planned though, hopefully they'll be in by the next video.
 

Krokar

Scholar
Joined
Sep 17, 2006
Messages
119
Fuck yeah! Great video
icon_salut.gif
 

Suicidal

Arcane
Joined
Apr 29, 2007
Messages
2,220
Nice video. The animations reminded me of Fallout. Also, the ending rocked.
 

Hory

Erudite
Joined
Oct 1, 2003
Messages
3,002
Enemies sliding from hammer hits is HEAVEN.

But I hope there are realistic penalties for switching the weapon so much in combat.
 

Brother None

inXile Entertainment
Developer
Joined
Jul 11, 2004
Messages
5,673
Hory said:
But I hope there are realistic penalties for switching the weapon so much in combat.

You're the second person to say that.

I have to wonder, what exactly are you think of? It takes time to switch weapons, represented by action points, but what are you suggesting beyond that?

- Should the PC be confused that he's suddenly holding a hammer instead of a knife and get a to-hit penalty?
- Should the next attack by the NPCs have a to-hit bonus because the PC had his back turned to them while rummaging to his pack?

What what what?
 

Hory

Erudite
Joined
Oct 1, 2003
Messages
3,002
Brother None said:
Hory said:
But I hope there are realistic penalties for switching the weapon so much in combat.

You're the second person to say that.

I have to wonder, what exactly are you think of? It takes time to switch weapons, represented by action points, but what are you suggesting beyond that?

- Should the PC be confused that he's suddenly holding a hammer instead of a knife and get a to-hit penalty?
- Should the next attack by the NPCs have a to-hit bonus because the PC had his back turned to them while rummaging to his pack?

What what what?
I haven't watched exactly how many action points each action took, it's just that he kept switching them and still had no problem doing special attacks and beating everyone. Realistically, switching a weapon would be very time consuming, tho there are exceptions. You could be unarmed and draw a katana pretty fast while attacking with it at the same time. And I suppose you could drop a weapon and quickly draw another, that is in a position to be reached easily. But Fallout's 4AP for everything you want is over-powered.
Using 15 stim-packs just because you're in the inventory is ridiculous and eliminates the concept of action points. Maybe accessing the inventory should cost 3 APs or so, and then every item could have it's own additional "usage" AP cost. A small/fast weapon would have a low cost and a heavy two-handed hammer a higher one.

Putting a two-handed hammer back in your pack, taking another weapon out, taking and equipping a tower shield too, and still attacking the enemy before he can attack you is way over the top.
 

thesheeep

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Hory said:
Putting a two-handed hammer back in your pack, taking another weapon out, taking and equipping a tower shield too, and still attacking the enemy before he can attack you is way over the top.


True, but maybe this was done to be able to show different weapons and attacks without having to wait 10 rounds.
 

bezimek

Scholar
Joined
Jul 21, 2007
Messages
270
Location
Poland
Vault Dweller first time in my whole life I am speechless. Combat in AoD is fun, tactical and absorbing. Graphics are very nice. Music is fantastic.

I have two small questions:
1. During combat player character have many attack options. We will have to learn them or they will be accessible to the player from beginning of the game ? Or maybe attack options would be stats / skill base ?
2.AoD will be party based or single players ?

btw. Say hello to my little fiend - I just loved that ;)


edit:
Switching weapon cost 4 AP ( 11 - 4 = 7)
 

Gwendo

Augur
Joined
Aug 22, 2004
Messages
989
So, will the game feature "unguessable" random instant deaths to the player, like in the end of the video? That would be annoying to die, for something I couldn't predict or don't have any fault or choice. That would be cheap: save/loading mandatory to solve the quests. Trial and error.
 

elander_

Arbiter
Joined
Oct 7, 2005
Messages
2,015
Hory said:
Putting a two-handed hammer back in your pack, taking another weapon out, taking and equipping a tower shield too, and still attacking the enemy before he can attack you is way over the top.

TB tactical games are not about combat realism but having good rules and a nice challenge like a board game. This is something we usually accept in these games.
 

Shannow

Waster of Time
Joined
Sep 15, 2006
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Finnegan's Wake
Gwendo said:
So, will the game feature "unguessable" random instant deaths to the player, like in the end of the video? That would be annoying to die, for something I couldn't predict or don't have any fault or choice. That would be cheap: save/loading mandatory to solve the quests. Trial and error.
Well, if you look at the characters hitpoints they were already quite depleted. I started following them when they were around 38. In the end he only had around 10 left. That doesn't look like a random, instant death to me ;)

And it is a video. It might not depict an ingame situation the way a player would experience the same situation.
 

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