With the gaping trailer-shaped wound in my soul aching a bit less, I'm back! Thanks for all the feedback, we tried to do better with the second one. You know how these things go. You're tired, your eyes hurt, you like spinning the camera too much, you film it, you publish it online maybe... There's always a good side to those things, for example those pesky skeptics who thought I lied when I said we don't really know how to market our stuff got pwnd big time!
Atomboy What's with the striped signpost at 0:20? Looks anachronistic.
We get that a lot, but one of us did a research and it turned out they painted those like this since the Renaissance, and we're sort of there chronologically.
Common the game looks fantastic, I've had it with your negativity.
I'm looking forward to the game, played both Atoms and enjoyed them a lot. But it is true that the trailer looked kind of meh.
Thanks! It really did!
That's the kind of trailer, even when labeled Alpha, that affects a game negatively more than anything. If not for knowing that this is coming from ATOM dev I would instantly put the game on ignore category.
Very bad frame rate, awkward music, and literally nothing happens except walking in the first 20 - 30 seconds but instead of a beautiful pre-rendered environment like in PoE games whose look is actually an attraction, it's just average-looking assets in average looking environment.
Then what, 10 seconds of 2 guys standing over a "secret" pit with the camera rotating around them.
Then 10 seconds of hitting rat and dogs in a VERY SLOW combat with only auto attacks.
We pretty much did poorly with this one, BUT! The pit is kind of hard to spot without appropriate stats! And the combat speed goes up to 300%. The guy filming had his on the slowest setting. Also it looks to me as if the framerate is the recording's fault. My copy is running at all kinda of top FPS. Gotcha covered!
You can clearly tell the dev takes codex advice to heart since there's 200% more camera spinning.
Also the voice over doesn't really match up with the action and it's distracting.
This time it's only PLOT-RELATED camera spinning! This one actually happens in the game if you do a certain thing to a witch.
We went through every new line in this thread since day one and the codex really did push us to improve this thing. Though in hindsight maybe I should've written the narration before finalizing the footage. You live and you learn!
I would probably rename the trailer to Alpha Sneak Peek or something. There's not enough interesting things to call it a full trailer and we're probably too far out from launch to even need one yet.
Words matter. Calling it a trailer makes people think that's the best you have to offer. This video only confirms things (medieval RPG, in the forest, loot, turn-based combat, etc) but it doesn't have any kind of hook.
I think we'll do one better and make it invisible now that the updated one is out!
Swordhaven really reminds me of
Hard To Be A God. In more ways then one. Overall my intuition feels
good about this one...
Can you tell me why though? Very curious...
Problem with the trailer is that it makes Swordhaven look like generic fantasy without any hook.
There's no premise of the game shown, no concept art, no nothing beyond generic "medieval" assets and hard to read font.
Compare that to early trailers for ATOM, which managed to give identity for the game, despite not being that much more technically complex.
Thing is, most of us find Atom's trailers really cringy. Maybe they're okay from the outside looking in, but for us... a different story. So this one was like a conscious attempt to step back somewhat from the format of those. Hopefully we got a bit of both worlds with the new narrative one.
needs more camera spinning
this trailer is far better
Thanks!
That's a plot-related spin!
Swordhaven really reminds me of
Hard To Be A God. In more ways then one. Overall my intuition feels
good about this one...
Such a weird movie. I recommend not eating anything before or during if you are going to watch it.
Movie? It's a book.
https://en.m.wikipedia.org/wiki/Hard_to_Be_a_God
It's a whole bunch of very intriguing things!
That jump at 0:44. That is going to be my go-to skill.
Every weapon style has a jump or two. But this one has the additional benefit of you standing up straight after the jump, hanging out there for a few mincroseconds and then just stabbing the guy out of the blue.
They'll be really cool if we get kickstarter backed animationists tho promise!
WIP! WIP!
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Now I'll take my leave again, those four days really shouldn't go to waste. Squadala, I am off! See you in the Kickstarter timeline!