Kings and Castles
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Video Blog #30

by Chris Taylor on Sep.03, 2010, under Art

Today we meet a new member of Team GPG! I also take a stab at some concept art.


45 Comments for this entry

  • Eric

    Looks like it’s coming together! The walls look awesome, but I hope Chris’ version of the dragon is in the game complete with full back hair.

    Also can’t wait to start seeing some info about the different factions. These videos make me want to eat some nuts.

  • Albert Wolliver

    I just start laughing when Chris started to draw the dragon =X

    Another very cool video!

    The walls really looks great!! Can we put archers up that? It’s cool to have some stairs to get up that and use archers to protect the castle.

    I wish I had one of those tablets to draw my projects =/

  • JackE

    for Dragons on three factions I think Every Faction should have a different type of dragon

  • Hunter Black

    Uh oh… Why is there a playstation symbol in the bottom right of the page???

  • TA_veteran

    Jumping mic on the top of the screen. Like.

  • WoytaZ

    Only siege equipment (or something similarly powerful obviously) should be able to destroy the walls. Please, don’t make a game focused on castles with normal infantry that can destroy walls.

  • Dan

    As WoytaZ said. When I think of soldiers that attack stonewalls with swords, I think of that scene in The Holy Grail =P

    Really fun to watch blog! I like that it gets longer, and it´s still nice to have a look in to your world even if you don´t use effects on the video all the time =)

    I´m planning to buy a laptop soon, and I want it to be able to run Kings and castles. Do you think that the requirements will be like SupremeCommander2, or Forged Alliance, or is there a good chance that the requirements will be even higher?
    I won´t get mad if it turns out not to be true :)

  • MNaydenov

    My type of vblog entry – length, content, funniness – all great.
    Thumbs up!

  • Rorrim

    For the dragon-designer:
    Luckly Ctrl+Z exists

    Btw, i quote MNaydenov and WoytaZ.

  • Max

    Awesome episode! Lots of info and sneak peaks. I like it.

    Great job on those thick walls too. @WoytaZ: I agree that melee units should not be able to tear down a wall, but only when the walls are made of stone. For simple wall structures like wooden palisades, I think this should be possible.

    The danger of such a limitation is that a player will only attack when he has large distance siege weapons (such as trebuchets). I think that this can be solved by placing counter-siege units such as long-distance-archers or catapults on the walls for defence. I admit that this brings new troubles (like a really defensive player being able to stand his ground for too long). Perhaps melee destruction isn’t such a bad idea after all.
    @ GPG: If you allow melee destruction of walls: please, please make it credible. Don’t let them hit massive stones with iron swords. Swap their swords for crowbars or flaming torches if you must.

  • Rorrim

    @Max that’s an idea! :D

  • Paul

    I think a well timed war boar or any super unit for that matter will solve concerns over a drawn out siege. I don’t know if this idea has already been brought up, but alternatives to dragon fire breath like a stone dissolving acid spew,or a gale force roar that returns projectiles and siege equipment from whence they came and beyond could change up game play nicely imo.

  • CrazyDutchdude

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    AND CALL THE COPS TOO AS THEY SEEM TO BE BOOTLEGGING THEIR OWN ALCAHOL

    ehh PS. before you guys pore it all down the sinkhole, any change you can pass some of that good stuff to me?

    My address is hidden in this message

    P PS. this message will not self destruct.

    LOVE THIS BLOG, KEEP EM COMING… Day one buy for this crazy Dutchdude :-)

  • Nizar89

    @Max: Good idea!

    Few blogs ago, you were talking about a mix of the economical system of Supreme commander 1 & 2.
    Why do not put both? Why do not create an hardcore mod with the old system, wich wont be obligatory (and let a “normal mod” for new player or fan of Supcom2)?

  • WoytaZ

    @Max:
    Yes, what I meant was that stone walls shouldn’t be destroyed by normal infantry.

    Also, about ways of attacking a castle – these (most if not all) should be available to players: catapults/trebuchets, battering rams, siege towers, mages (if they’re able to create a bridge, they surely can destroy a wall), transport drops (since there are airships). Plus, of course, every use of magic and magical creatures I didn’t think of.

    A really defensive player wouldn’t control the map, so I don’t think he’d be much of a threat (if you let him control most of the map – well, that’s your mistake).

  • J. Rooney

    lol at crowbars idea.

    it would be nice if infantry could be upgraded to carry some sort of special anti-wall weapon.. bombs/ anti-stone fire/acid .. little stolen from Battleforge but they had these ‘virtuoso’ units = massive horn that was highly effective against walls: perhaps the soldier hits the wall once gets incredibly annoyed at the lack of progess and yells so loudly the wall shakes.

    Adding to all the people loving the vid blog – its awesome to follow a games progress from the start ^^

  • belz

    I agree with the “swordman vs wall”=fail its just anoying when simple infantry can bring down walls and there are no damage modifiers like pikemen are good agains chavaliry and so on.
    What I mean is it would be really sad if this game turned out to be warcraft 3 with strategic zoom.

    (ps. please make it so that you can set things on fire, it´s so awesome when you can raid ppls unprotected farms and leave a smoldering pile and dont have to have 10 swordmen standing in a circle hacking away…)

  • Max

    In addition to my remarks above: maybe I’ve come up with an idea to let melee units (and other non-siege units) destroy a wall/building. The only thing is that all RTS games I know of are using hit points to indicate the strength of walls/buildings, this usually results in repetitive bashing until all hit points are depleted. What if units could avoid this mechanic by performing an action that only costs time? For instance: a group of melee soldiers wants to tear down a massive wall. You let them attack the wall, but instead of bashing it with their swords a mini ‘project’ is started: the soldiers team up and throw a grappling hook on the wall and start pulling the rope. A progress bar is shown indicating the time necessary to tear down the wall. This time is based on the wall’s hit points, the amount of soldiers attacking and their strength.

    I also like Woytaz’ and J.Rooney’s ideas.

  • gGeorg

    Idea – MeleeVsWalls should be care with attention. Allowing to smash swordsmans/horsmans/bowmans to wals and substract HP is same as old as wierd. I hope we are further than Dune/Warcraft1.

    Idea for take a time to overcome a wall is far better. Lets have – grab unit or at least 10 footmans than new action is allowed – formations/special actions. One of them is – cursor will change on Enemy wals. Cursor willl appear like lader. Then click and group will start to build up lader under the wall. In the area of posible fire range towers/archers. Then put lader up and climb. New route for units is created, And will remain until destroyed. If no attacker is on The ladder than Defender unit closeby will automaticaly go to the lader and throw it down. Of course that after using lader, unit should get negative bonus on Attack/defence for limited time.
    —-
    Well AI in THE MODERN game should not be only about Tactic and moving units to get Win point. I belive that Modern AI should play also for Human player. Units can do some nice litle task themselvs.
    Very good example is – Dune 2 – unit have to be ordered to attack on target. SupCom2 unit is selecting target by own and by the priority.
    Thats way i belive is MODERN eye catching Game.

    Thx for reading
    gG

  • gGeorg

    corection – “Of course that attacker after using lader (climbing up), should get negative bonus on Attack/defense for limited time (6seconds or so).”

  • gustaphsum41

    All These ideas about the swordvswall are awesome, i really hope GPG take a good look at all of then.

  • Urud7-ITA88

    For me the name Chris Taylor has always been synonymous of quality and above all of originality.

    The jobs of taylor: Supreme Commander and Forged Alliance, are the test that Taylor has thrown the bases to change radically the kind of the RTSs.
    Many contemporary games as Starcraft2s show the signs of the age and they are founded upon old mechanics, their success is only fruit of a great operation of marketing.
    I hope that this time there will be a great push of the marketing for Taylor and its boys, because without it the job that are creating won’t be successful that deserves!
    I warmly hope that this new title has a great and deserved success of mass in the world of the videogames.
    Chris Taylor and its staff are the pioneers of the RTSs of the tomorrow, soon all will follow these new revolutionary schemes it is only matter of time.

    From a lover Italian fan that believes in the change: A cordial regard to chris taylor and to his boys

    PS:
    would you pay me the trip to come to find you? ^^?
    I live in Naples, if you invite me I could bring you a fantastic pizza.
    how action of marketing would not be a bad idea! :P

  • Monokli

    Well, just like Urud7 said, Chris always predicted the future of videogaming with 100% accuracy in his titles, even from 6-7 years distance. He made dungeon siege, which was and is very moddable, (Heck I’m still playing it, rampaged back and forth through Ehb at least five times) had easy content creation tools, and very VERY strong potential in the SiegeEngine, and even now nobody else surpassed that potential in any game.

    Supreme Commander just became the opposite polarity of StarCraft. While StarCraft focuses on micromanagement and restricts your view of field to a small area, SupCom gives you full strategic capabilities and complete control over your whole army, letting you to devise complex schemes to fuck over the enemy commander.

    The only improvement needed is the post-production support for game balance.

  • gGeorg

    Monokli : agreed. With exception of SupCom2. It was pure Milk-out plan on SupCom name.Well ,also Demigod – good main idea, graphic style, engine was great. But as u said ” The only improvement needed is the post-production support for game balance.” and network stability was disaster.
    I wish luck to GPG, one of The last independent studios and if possible join to beta program.

  • Joel

    Hah, another awesome video (even if I did just finally watch it). I had no idea you guys had an internship program.

    I really do think the infantry vs. walls issue is a good one. If you did make it so that infantry units couldn’t destroy walls, you could create some really interesting campaign scenarios where you have a limited number of units and have to, say, raid a village without destroying the walls or taking it by complete brute force. (I’m thinking a bunch of elite, crack-unit guys having to sneak in through a city around various walls and buildings to rescue a captured king or something like that).

  • Nicholas Cash

    I know this sounds sort of… silly. But taking an idea from Medieval 2 Total War. Perhaps instead of ‘tearing down’ that wall, they would use grappling hooks and climb UP the wall, whereby then allowing them to walk to the nearest gate and come out. Of course this idea only works if infantry are allowed upon the walls. :P

  • Max

    @ Nicholas Cash: also an excellent idea. Perhaps it would be possible to allow both actions, or this might differ for each civilization.

  • Max

    To make things even more complicated: cavalry should be able to join the action too. They won’t be able to climb the wall of course, but they sure have something to contribute when it comes to pulling ropes.

  • Diego

    I can see you guys are putting a lot of effort into making the melee soldiers look like they are actually hitting the wall, so I guess we can rest assured they’ll also look like they are hitting other soldiers, yes?

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