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Preview Expeditions: Viking October Newsletter: Northmen Raid Gameplay Video, Itemization Details

agris

Arcane
Patron
Joined
Apr 16, 2004
Messages
6,927
Combat looks interesting, though the dialogue window art is lacking. Why do we need comment bubbles next to each text response?
 

hpstg

Augur
Joined
Nov 14, 2014
Messages
485
Why romance when rape (with flesh or steel) abounds?

20428.jpg
 

Jonas

Campfire Cabal
Developer
Joined
Mar 5, 2009
Messages
68
Location
Denmark
Combat looks interesting, though the dialogue window art is lacking. Why do we need comment bubbles next to each text response?
The icon gives an indication of what each option will do. The bubbles are your typical "pick this to branch the conversation" options. There's an ellipsis icon that shows you when you'll enter a loop, so it'll come back and you can try the other options as well. Then there's stat check icons, a combat icon, give resource icon, trade icon, end dialogue icon, etc.

anywya is the composter still the same?
Leo was great for Conquistador being that he is Chilean so he was very much based in the culture we were dealing with then. On Viking we're using Knut Haugen, the multiple-award-winning composer behind eg. the Age of Conan soundtrack.
 

Cynicus

Augur
Joined
Oct 23, 2008
Messages
176
Looking good. Can't wait.

It's a minor thing, but I sort of agree with Bumvelcrow regarding the idle combat animations, though it's only when characters in close proximity are synchronized that it becomes distracting to me. See circa 1:33 in the video. I think they're fine otherwise.
dancingsuperheroes.gif~c200
 

Avonaeon

Arcane
Developer
Joined
Sep 20, 2010
Messages
690
Location
Denmark
Looking good. Can't wait.

It's a minor thing, but I sort of agree with Bumvelcrow regarding the idle combat animations, though it's only when characters in close proximity are synchronized that it becomes distracting to me. See circa 1:33 in the video. I think they're fine otherwise.
dancingsuperheroes.gif~c200
We should be able to address that before release :)
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,831
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
Looks like there's a few clipping issues with the 3D models as well - shields clipping into their bodies when they're holding them and when units are standing over a corpse they're standing in it rather than the pixels being sorted.
 

Avonaeon

Arcane
Developer
Joined
Sep 20, 2010
Messages
690
Location
Denmark
I'm not sure what you mean with the pixels being sorted. We'll definitely try to fix most of the clipping issues, but we won't be able to get everything.
 

Sensuki

Arcane
Joined
Oct 26, 2012
Messages
9,831
Location
New North Korea
Codex 2014 Serpent in the Staglands Shadorwun: Hong Kong A Beautifully Desolate Campaign
For instance when a character is standing over a body, their foot might be going through the body rather than being sorted in front of it.

I don't know what the technical term is for it. In a lot games I've played that use a fixed camera have some system where 3D models are sorted to prevent clipping, like a sword swing doesn't clip through someone when it is swung it either goes in front of the model, behind the model or next to the model.

I can only guess that they use some kind of system to sort the models against the camera viewpoint.

Because E:V uses a dynamic camera, I don't know if that makes it more difficult (or more cpu intensive) to do it.
 
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Avonaeon

Arcane
Developer
Joined
Sep 20, 2010
Messages
690
Location
Denmark
It's technically possible to do, but with a dynamic camera it would definitely look very weird and unnatural. Because no matter how you turn or zoom they'll appear on top, it'll make it look as if the characters aren't really in the world.

The better solution would be foot IK i think, but I'm not sure we'll have time for it.
 

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