Video Blog #13
by Chris Taylor on May.07, 2010, under Art, Design, Interview, Programming, Self Promotion, Videos
To celebrate the 13th episode of our video blog maddness, we decided to show off some work-in-progress UI elements as well as a new in-house Overland Map our artists use to corral our concept art. Did I mention we also show some preliminary bridge functionality in Kings and Castles?
13 Comments for this entry
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May 11th, 2010 on 3:09 pm
ummm u seen 2 joke a lot..and thats fun and all….but will it fail like supcom2….i was a map maker and let me tell u…the maps i made for FA where played by all…filerush …and rush me if u can…..just dont fail on this like as u did in supcom2…coz this game is looking rellly good…rellly rellly good
May 12th, 2010 on 4:51 am
Like your jokes and attitude, game does catches lots of attention, just like previous post said – don’t fail us like you did with Sup Comm 2. Please. Dont make this game all about eye candy and returded logic. Thanks!
May 12th, 2010 on 10:44 am
Absolutely loving how the look and feel of the game is progressing. Keep it up
May 14th, 2010 on 12:23 am
Bit harsh, but yes look at other recent fantasy rts games like Battleforge. Don’t try to make an innovative concept at all costs. Look at the great games of the past like Warcraft 3, things that worked for a long time for rts games still work. Only the game speed has been crancked in average.
May 14th, 2010 on 6:19 am
I find these blogs to be even funnier then i expected
. To react on the posts above: I think the main reason that supcom 2 isnt as nice as supcom 1 is how limited you are in your strategies. When you’ve chosen a tree in supcom 2, you better stick with it, because when you try a hybrid build, its likely that you’ll fail. It is very hard as well to try to switch strategies mid game, in case it isnt working, because you already spent so much points in your other strategy. So my suggestion would be: make a move back to supcom 1. please. The resource system was so nice and new, endless fun.
May 15th, 2010 on 9:22 pm
Please make the UI not hard coded to the edge of hte screen. make it movable and resizeable as the plyer sees fit. think how you want your UI to react with eyefinity or multi monitors in windowed mode.
May 22nd, 2010 on 7:24 am
LOL, “your mom’s video blog”.
May 25th, 2010 on 6:45 pm
Hey guys!
I’m followoing your video blog since the beginning, just like Bert from Belgium said, dont try to create anything to innovative. New thing are good but only if they are brand new, and not older and already tested ideas but slightly changed, just like SupCom2 (btw, the game itself is cool, but only if you think of it as a common rts game not a supcom continuation). Anyway what I am trying to say, the idea looks cool, but it starts to look like “supreme commander” kind game in fantasy world – super large scale, big armies, and legendary units (experimentals?) like dragon. I have to say if you are trying to create a supcom game in fantasy world… well its a bit risky, either it will work or not. Anyway good luck and keep doing your cool video posts
June 18th, 2010 on 4:56 pm
Conifers – if that you are referring towards the Leylandii – aren’t suitable for supporting weight. Most consist of a single or two central leaders and numerous weaker lateral branches, which can snap off in higher winds. It’s your selection, naturally, but I wouldn’t do it.
June 26th, 2010 on 10:33 pm
The UI is too “clasic”. Why the UI has to look like another stupid MMORPG’s UI?
October 13th, 2010 on 11:59 pm
hey pal, cool post.. pls continue this awesome work!!!
February 1st, 2011 on 11:30 pm
I didnrrrt find out a lot, potentially this kind of Languages like german is simply too old in relation to these matters.
February 11th, 2011 on 7:13 am
Nature will come through the claws and the hound will follow the hare.