On Thursday 8th 7pm CEST we are going to be live again! Tune in at https://www.twitch.tv/warhorsestudios to see our latest Gamescom Build with new weapons and stealth mechanics. Tobi will host the show and he invited a special guest - Ondřej Bittner. Ondřej is part of the design department and star of the Armor & RPG video. He will give you insights about his work as a Designer and about the struggles of writing quests for Kingdom Come: Deliverance. Prepare your questions and mark the date in your calendar!
https://www.facebook.com/WarhorseStudios/posts/1238718052827110
Cheers,
This gonna be much more fun than twitcher 3 with actual good combat.
Warhorse Studios Signs Global Co-Publishing Deal for Kingdom Come: Deliverance with Publisher Deep Silver
Dear Warhorsians,
we at Warhorse Studios are happy to announce a collaboration with Deep Silver, the publishing label of Koch Media, to publish Kingdom Come: Deliverance. Co-publishing combines the core strength of both companies. While Koch Media will use its worldwide distribution channels and partnerships to achieve best retail results, we stand behind the vision of Kingdom Come: Deliverance and retain freedom in the development of our game. We will keep our communication as open and honest as we did from day one of our Kickstarter campaign.
In 2011 we set out on our quest to create a medieval RPG with no magic or dragons. Two years later it seemed like we hit a wall. The studio was on the edge of closure, but there was still hope. On January 22nd 2014 we started our Kickstarter Campaign and exactly 35,384 backers made our dream come true. On February 20th 2014 you “kick-started” the project and the real development of Kingdom Come: Deliverance started. Today over 30,000 new backers have joined and, together with your feedback, we are creating an outstanding game.
With the exclusive co-publishing deal between us and Koch Media we have reached the next important milestone in releasing Kingdom Come: Deliverance. This is a great opportunity to bring Kingdom Come: Deliverance to more players around the world. WithKoch Media as a strong publishing partner, we will now have the chance to reach an even wider audience, while staying in charge of all creative and communication activity. Koch Media will publish the game physically and digitally for PlayStation 4 and Xbox One, as well as the physical PC versions under its Deep Silver label. Warhorse Studios will remain solely responsible for worldwide PC digital distribution. Both digital and physical versions will share a common release date to be announced in the near future – the release date however remains in 2017.
You, our Kickstarter Backer and the Kingdom Come: Deliverance Community won’t have to face any changes in the game, your backer rewards or assistance. Everything stays as it was and the promised rewards will be delivered in 2017, shortly after the game is released.
Our communication channels will continue to work in the way you are used to and we will be answering all your messages and mails.
We are convinced that sharing our passion and combining Warhorse Studios with Deep Silver’s professionalism will help us make the game even better.
Best regards,
Dan Vavra, Warhorse Studios
Daniel Vavra, Warhorse Studios
Boxed wi Dalai Lama, saved a blokes life halfway up Mount Everest when he were 69, an hes a Yorkshireman an all.
Dan Vavra said:A LESSON IN CARTOGRAPHY IN POTATO LAND
Filed in Developers' diary by Dan @ 12:55 pm UTC Jun 21, 2012
Cryengine? Unreal? Reality, and it is going to stay out of reach for some time in this level of detail.
You are Krutor, a wild barbarian from the land of Morkroch. You have travelled a very long journey, across high mountains to the famous imperial city of Lhota, the capitol of the world and largest agglomeration in the known universe, whose fame touches the stars.
The city consists of precisely fifteen buildings (one of which is the imperial palace); the town is inhabited by 30 NPCs, including Emperor Lojza, Archmage Lotrando and all of the members of the guilds of thieves, mages and warriors.
You visit the emperor, who sits alone in the throne hall, and he assigns you with an quest. The land is terrorised by an evil dragon from hell and Lojza is powerless. He has sent an entire imperial army against it, but the monster has killed all five soldiers. Now, he needs a hero like you! You have to find and climb the mystical mountain, Lohen, on which no human has ever set foot, and behead the dragon.
You accept the quest and set out from the town gate. The mystic mountain Lohen is precisely 150 metres from the gate and is about 50 metres high. All of the inhabitants of the city are either retarded, blind or crippled if they have not managed to notice it for centuries. After an approximately 30-metre walk to the mountain, you come to ‘no man’s land’ and are attacked by bandits. During another 120m walk to the peak, you also notice an ancient fortress Rumloch, a secret dungeon of doom and a bandit hideout. At the peak of the mountain, you kill a one-hundred-metre dragon by beating its foot with a rusty sword and drinking potions. Then, you rob the corpses of the imperial army (all five) and on the way back to the castle are killed by a wild boar.
Welcome to an average RPG.
Potato-Landscape Compression
You might have already figured out where I am headed with this. The design map of today’s RPGs is useless, because everything is compressed so that every ten metres you could find something fantastic or at least could be attacked by a monster every ten seconds, because otherwise it would just be ‘boring’...
This environment compression however negatively affects the graphics. In order to place a castle, cave or bandit camp every ten metres, you have to create a lunar landscape and hide the locations in nonsensical craters or beyond a hills that you must make as high as possible so that it would not be possible to see very far behind them. The result is an environment which is miles away from a real landscape, it is absolutely impossible to orientate within it without a map and in most cases looks bad. I call it a potato landscape, because the terrain surface is reminiscent of a potato’s surface.
It is probably obvious to you that what I have just described is a path that we definitely do not want to set out on. We try to make a realistic game and we want to have a beautiful realistic landscape. If you however find it suspicious that all developers would be so ‘stupid’ and do it badly the whole time instead of simply taking a real map and copying it into the game, you are right – they are not, because that is not at all so simple, and using the example of landscape for our game I will try to explain to you why.
Our game is historical and takes place in entirely specific real places. While nobody can say how exactly these places looked a few hundred years ago, rivers still flow in the same streambeds, the paths still run more or less the same ways and the towns and villages are still in the same places. And because I am a bit of a perverse pedant, I want to have it right in our game. I would not be able to claim that our game takes place in Prague and then create some nonsensical village in a potato landscape.
(...)
I wonder if the word "loh" has the same meaning in Czech as it has in Russian. :DIt's probably been posted here before but even if that is the case it's worth reposting: https://warhorsestudios.cz/index.php?page=blog&entry=blog_011&lang=en
Dan Vavra said:A LESSON IN CARTOGRAPHY IN POTATO LAND
Filed in Developers' diary by Dan @ 12:55 pm UTC Jun 21, 2012
Cryengine? Unreal? Reality, and it is going to stay out of reach for some time in this level of detail.
You are Krutor, a wild barbarian from the land of Morkroch. You have travelled a very long journey, across high mountains to the famous imperial city of Lhota, the capitol of the world and largest agglomeration in the known universe, whose fame touches the stars.
The city consists of precisely fifteen buildings (one of which is the imperial palace); the town is inhabited by 30 NPCs, including Emperor Lojza, Archmage Lotrando and all of the members of the guilds of thieves, mages and warriors.
You visit the emperor, who sits alone in the throne hall, and he assigns you with an quest. The land is terrorised by an evil dragon from hell and Lojza is powerless. He has sent an entire imperial army against it, but the monster has killed all five soldiers. Now, he needs a hero like you! You have to find and climb the mystical mountain, Lohen, on which no human has ever set foot, and behead the dragon.
You accept the quest and set out from the town gate. The mystic mountain Lohen is precisely 150 metres from the gate and is about 50 metres high. All of the inhabitants of the city are either retarded, blind or crippled if they have not managed to notice it for centuries. After an approximately 30-metre walk to the mountain, you come to ‘no man’s land’ and are attacked by bandits. During another 120m walk to the peak, you also notice an ancient fortress Rumloch, a secret dungeon of doom and a bandit hideout. At the peak of the mountain, you kill a one-hundred-metre dragon by beating its foot with a rusty sword and drinking potions. Then, you rob the corpses of the imperial army (all five) and on the way back to the castle are killed by a wild boar.
Welcome to an average RPG.
Potato-Landscape Compression
You might have already figured out where I am headed with this. The design map of today’s RPGs is useless, because everything is compressed so that every ten metres you could find something fantastic or at least could be attacked by a monster every ten seconds, because otherwise it would just be ‘boring’...
This environment compression however negatively affects the graphics. In order to place a castle, cave or bandit camp every ten metres, you have to create a lunar landscape and hide the locations in nonsensical craters or beyond a hills that you must make as high as possible so that it would not be possible to see very far behind them. The result is an environment which is miles away from a real landscape, it is absolutely impossible to orientate within it without a map and in most cases looks bad. I call it a potato landscape, because the terrain surface is reminiscent of a potato’s surface.
It is probably obvious to you that what I have just described is a path that we definitely do not want to set out on. We try to make a realistic game and we want to have a beautiful realistic landscape. If you however find it suspicious that all developers would be so ‘stupid’ and do it badly the whole time instead of simply taking a real map and copying it into the game, you are right – they are not, because that is not at all so simple, and using the example of landscape for our game I will try to explain to you why.
Our game is historical and takes place in entirely specific real places. While nobody can say how exactly these places looked a few hundred years ago, rivers still flow in the same streambeds, the paths still run more or less the same ways and the towns and villages are still in the same places. And because I am a bit of a perverse pedant, I want to have it right in our game. I would not be able to claim that our game takes place in Prague and then create some nonsensical village in a potato landscape.
(...)