Tom Baker's Arse
Savant
"Gridiron Football" ? What fucking twats -- I do believe the correct term is NFL FOOTBALL
"Gridiron Football" ? What fucking twats -- I do believe the correct term is NFL FOOTBALL
"Gridiron Football" ? What fucking twats -- I do believe the correct term is NFL FOOTBALL
That seems a bit dramatic to describe a bunch of pansies wearing 25 pounds of body armour to play a simple rugby match. I think the proper term is hand-egg.
You can find gameplay videos on their YouTube channel. Here are a fewWhat is this game even about? I wanted to see some gamepaly, but i've only been able to find videos of some people talking on screens.
That's a misconception. They wear armour but they dive into each other at full speed and incredible force. You would literally have deaths in rugby if people played like that. It is very rough, the protection is essential. You should watch some highlights."Gridiron Football" ? What fucking twats -- I do believe the correct term is NFL FOOTBALL
That seems a bit dramatic to describe a bunch of pansies wearing 25 pounds of body armour to play a simple rugby match. I think the proper term is hand-egg.
Also this game looks deathly boring. I only watched 1 vid so far though.
I meant Archmage
- Answer a fan question about lovers, spouses, and a harem
I haven't played HoMM but no it isntIs this game like HoMM?
Not even close. This is first person RPG with turn based combat and with fully simulated worldIs this game like HoMM?
Is this game like HoMM?
Oh wow, thanks.Not even close. This is first person RPG with turn based combat and with fully simulated worldIs this game like HoMM?
The game is broken. Can't show you anything. But what we can talk about is all the weird and goofy things you can do in the worlds most advanced mage simulator.
UPDATE #52: ROAD TO BUILD 11
We're real close. And we need your help. We are bug fixing and testing. There are a lot of bugs to work through. So we had a meeting where we made a short list of the core features we will be publishing in Build 11. What we want to know is if it lines up with your expectations:
Is this what you are expecting, or is there something we missed? Here is the steam discussion:
http://steamcommunity.com/app/506480/discussions/0/1500126447395547233/
Right now we have 10 days before Christmas then we take some time off. The above is 12/14 days of work and as usual doesn't include things that could crop up. So the target dates for the build are:
The release may be what we said of putting it on a beta branch first for the most dedicated to test before it goes to everyone else. We'll make that decision when we are done our internal testing.
- Feature Complete Dec 22
- Testing Jan 2-5
- Release Jan 5
In this short update we discuss progress on Build 11 and the addition of the new medieval insult engine thanks to the crowd sourcing of insults this week. Enjoy the video and don't be a goblin-bedder!
In this final update for 2017 we share our progress on build 11. We were supposed to be feature complete today. We came close:
We put in some fan requested features along the way:
- Real Quests - Missing Person working, Lair wipe needs more work and testing.
- Interesting Interactions with NPCs - not started
- Mage Tower, Cooking, Grinding - done.
- Equipment Weapons, Armor - just started, still outstanding
- World Simulation
- 2 Years - It's even slower now, so that's negative progress
- Soldier Job for NPCs - not started
- NPCs Healing at Healer - done
- Save/Load a game - done
- Playtesting - Starts Jan 2
So about the hat:
- Accept or Decline quest reward
- Separate volume sliders for music and sound effects
I was actually wearing it for a reason because there is a story behind it. But I totally forgot to mention it, so I'll have to tell you the significance in the new year. Something to look forward to.
Merry Christmas from all the team and Happy New Year. 2018 is going to be great!
Today is the day we predicted Build 11 would be coming out. And it almost did (on the beta branch), but further reflection revealed no one is served by a crappy build. It's better to test it, polish it, and make it as good as we can before subjecting people to it.
Why's This Keep Happening?
Because we're really not as bright as we pretend to be.
No Really, Why?
There is a steam forum thread about Build 11 that I update every so often about what is happening. If I could summarize the last 8 months in one sentence it would be:
“We keep thinking the game engine/simulator is more done than it really is.
So to complete Task X necessitates going and doing some work on the game world/engine/simulator before returning and actually doing Task X. Usually the estimate to Task X is accurate, but the refinement or additions to the simulator are completely unknown.
I like the line in the Sully when Tom Hanks says "Everything is unprecedented until it happens.
“In game dev everything seems to be working, until it isn’t.
For illustration purposes I'll relay this week's issue:
My task was to make an NPC soldier job who would help fight back against monster incursions to town worked hexes. Based on having everything I needed: NPC jobs already worked, NPC interactions with monsters and lairs already worked, so I estimated 2 days. Well it turned out:
#1, 2, 4 took about 2 days to do. It's the extra week of #3 that caused the big delay. It left no time for testing. The build gets pushed back.
- NPCs couldn't equip weapons. It turns out the whole concept of equipping anything was built for the player only, so it needed to be moved up (base class) to any character (NPCs, Monsters) in the game. Now any NPC can have a full equipment loadout, just like the player. This means enemies can have real equipment loadouts that drive their combat stats. Someone attacking you with a powerful sword? Kill 'em and you can have it. Guards in a rich city will have better weapons and armor and do more damage than in crappy towns. This is much closer to Pen & Paper RPG.
- Soldier had to realize he didn't have a weapon, so go and buy one. Based on his weapon skill and money available, and what the weaponsmith is able to create.
- The way Lairs "owned" territory was creating issues, so we brainstormed a new better way that, ironically, is closer to Pen & Paper rpgs: the patrol. Monsters would be recruited at a lair, then launched as patrols/raiders to travel within a certain distance. While better, this is a pretty big change to how lairs function, and low impact for Build 11 so we decided to fix what we needed for the soldier by rewriting part of the lair to pave the way to monster patrols, which you will be able to see on the map, in the near future. This took better part of a week.
- With all the above done, create a new way of triggering an interaction between NPCs and monsters. That then results in combat (if it is a soldier) which we had to then create a quick simulating version.
Every time the simulator doesn't do what we need, we revisit it, improve it, and it becomes one step better in being the most advanced role playing engine ever devised. And while we still encounter "holes" in it, each "patch" makes it more robust enabling it to do wildly more than we ever imagined.
So when is Build 11?
Sometime near the end of Jan. I am away for almost 2 weeks, so we have to see where we are at when I return. We're close. Real close.
Nic didn't make a video last week (Boo!), but the team is back together again (Yeah!) and we continue to battle bugs as we prepare the release. And we discuss a fan's suggestion we do a kickstarter.