Kings and Castles
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Video Blog #32

by Chris Taylor on Sep.17, 2010, under Art, General, Programming

New unit formation mechanics… some salad… and a TRS-80.


37 Comments for this entry

  • M Slaughter

    Ah, but Chris, do you remember the gibbering of the punched card machines in the darkness? Pause and honor the fallen, ere you speak of insanity.

  • Nikita

    Will the player be able to draw a path for his units?
    The shortest path isn’t always the best or most strategic one…

  • Rasmus Badstue

    #Nikita.. That would be way too cool if they had that… Draw a path for your units..

  • crox

    yeah for hardcore mode (aka realism mode)!

  • WoytaZ

    @Nikita: You can sort of do this by queuing the move orders. It’s not very convenient though. so drawing the path for units would be awesome.

    A propos drawing. Will there be a possibility to draw stuff on the map? It would be very useful in team games when you could easily show what do you want from your teammates (draw plans of attack/defense, etc.).

    As for the hardcore mode: it sounds fine I guess, though I’d prefer it to be the only mode ;)
    Also, I think ranked games could be played in hardcore and non-hardcore modes (but with separate ladders for each).

    As for multiple modes/options: I think it would be great if we had many options and could save our own modes or presets, so we could easily create a game with our favorite options (e.g. there are more resources but walls are destroyable only by siege engines).

    And if someone does not want to spend time choosing what to turn on or off, he could just pick 1 of the default modes and quickly jump into game.

  • Rorrim

    Having a lot of options to set before the match, IMHO, is not so bad. Take the Worms series, for example: there you have to select many options before starting, and still it’s very fun.

    I have a recommendation: try to implement an easy way to build walls, like clicking for the star point, then click to set the first stright wall line, and then you can still have the chance to click another and another time, creating a long perimeter around your base.

    P.S. Sorry for my english :)

  • Nizar89

    Great video blog!
    I was talking about an Hardcore mod two blogs ago, I think no one notice, but I’m feeling like a god now :D .
    As I said, it will be great if you can put the old economic system in this mod.

    If I remember well, there were a lot of options in the first SupCom, but it was still fun to play.

    @Nikita: this stuff is available in all strategic game since Red Alert :) .

  • Richard

    Will the walls be mountable?
    ie: will archers be able to stand on them? seige towers & ladders would be awesome =]

  • WoytaZ

    @Richard:
    Judging by their size they are. I don’t see any another possibility really. A game focused on castles that has walls you can’t place troops on? And yes, siege towers and ladders (+ creative use of mages) would be definitely awesome.

  • JackE

    there should be multiple modes on gameplay in supcom2 you guys had a great idea in supremacy but that was it. you should think of types of gameplays that would happen on a medieval perspecyive

  • Olivier

    I’ve just watched Robin Hood with Russel Crow and Combats with the Arthur Heart Lion King at the very beginning made me think of K&C. If K&C combats can be as epic as they are in this Robin Hood then it will be fantastic ! Concept Heart for Vikings King is very much promising, actually all this game is very promising. Can’t wait to watch more stuff in action. Was just wondering if like for Age Of empires developement, you at GPG, are allready playing an early release of K&C without all the polishing stuff in order to test the game mechanics and balance. Thanks again for sharing with us some parts of you daily life … can’t wait for next friday :P

  • oo7_warhammer

    Chris, thanks for taking our feedback into consideration concerning the item systems being overwhealming.

    Just wanting to know, which people play test, and decide if elements are fun?
    When do you bring outside gamers in – to help you test?
    Which kind of group of people test the strat game?
    do you have a mix of 20% who have played age of empires 20% starcraft 20% TA and 20% non gamers, to tell you if they think it is fun?
    How much time do you personally sit down and try Kings n Castles playtests each week?

  • gGeorg

    Formations
    Its good that here is a trick similar/same to RiseOfNation or TotalWar:Series. As polishing and boost up this trick can have pathing system such function “Turn formation on march fluent.” I mean, now solders just come to the the destination and than start to change direction. It doesn’t look so cool as it can. Formation direction should be done sooner. So in fact. At the target Unit will arrive nearly at proper direction.
    ——-
    in time of Kings and castles release 4core procesor will be quite common and 6-8cores will present. Lets heat it up. :-)

  • Hunter

    @warhammer

    GPG has a dedicated group in-company testers, at this point though the game being still in pre-production it’s mostly the dev’s playing. I know for a fact that once they are into production they will start bringing people in.

  • Osyris

    Yes, thanks for taking our feedback regarding micromanagement to heart. Just the fact that you are taking that under consideration means that I have full confidence that whatever you put in the game wrt items and inventory, will not turn the game into a microfest and take away from the massive and epic scale. Chris and GPG will create another brilliant RTS and I can’t wait :)
    When can we pre-order so that we can start throwing our money at you guys? :p

  • Zamodiar

    Can’t wait to see this game on the shelves, tis a shame it’s still only preproduction, i want it now. I like the idea of a mode where Foot Soldiers can’t destroy big concrete walls. With the idea of ladders, would it be like in total war where you can build the ladders outside of the castle, or will you have to carry them all the way from your base to the enemy’s.

  • Cola_Colin

    Yey for Hardcore Mode, which i would just call “Realism Mode”.
    little soldiers with little swords should NOT be a allowed to tear down big walls. They should at least use some other kind of weapon. Maybe an upgrade wich gives them some sort of siedge weapon.

    Great Videoblog, keep the good work going :)

  • Dimlos

    Hardcore mode is a very good idea.
    An army customisation could be cool (color or skin)
    and why not create special skill what increase one stat (for exemple magic resistance) and you could change it with another one if there arn’t mages.
    Reflect spell?

    give the ability to oldiers to drop their shield and use a two handed sword, axe, blunt … in order to stop some units in hardcore mod (big units)

    Thank you for these videos. And sorry I’m not english =/

  • Krang

    IS IT TIME FOR SALAD?

  • HyperboleKitty

    Hah. When you lot mentioned Vikings I just couldn’t help but think of a really strange unit for the game : p

    I’m thinking a viking longboat carried on land by several demi-giants with a mob of archer inside the boats shooting flaming axes at its opponents :P

  • TML

    The mechanics of the Mage seem a little confusing. From what I’ve gathered from the Vlogs so far, it seems like their primary purpose is to conjure up bridges.

    Will we see more interesting things coming from the Mage? Familiars, perhaps? Area-of-effect magic (auto-cast, of course. We don’t want to be micromanaging total annihilation.)? Perhaps a spell to conceal/hide several nearby Footmen?

    Ideas: I have lots of them.

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    Mhhh, I think I saw a 3/4 empty black label bottle at the end of the video.
    Cheers!

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  • iPan

    would love to see more on formation and terrain mechanics

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