by Chris Taylor on Sep.24, 2010, under Uncategorized
Map progress and shorelines!
I’m seeing a great game shaping up.
This flowfield pathfinding is definitly kicking my ass !!!! Maps look so beautifull … Research system has some cool improvements … have allready said this, but GPG is the most innovative game company when it comes to RTS. Can’t wait to play K&C, can’t Wait to play Supcom 3 or TA 2 with all these new techs … can’t wait to play C&C killer game that must come from GPG. Come on guys you have all the tech stuff to become a leader in this part of the game industry !
I really liked the animated plants on the side of the cliff. This game is going to look amazing. All of the units on screen look amazing as well. It’s really cool seeing this whole process.
I hope the economy is more like Supcom 1 than Supcom 2. I really didn’t like being limited on what I can build at a time in Supcom 2. It was much easier to make a huge queue of units in Supcom and then pause the factory or whatever it may be if necessary to fix my economy.
Olivier: You don’t need to wait a C&C game killer … EA already did that a long time ago =D
The last best C&C game was Tiberium Sun and may I say Red Alert 2 along with Renegade.
Well … I really have to say that: Map design takes a long time and I congratulate you all for that!
May I ask about soundtrack ? I know it’s something that possible is not beeing worked “now”, but I would like to see in a videoblog some ideas for that BGM.
Another tip: Would really be nice when soldiers are marching that when the player zoom in, along the footsteps sound, like scream or talk-talk from soldiers.
My english is not that good, so I did not understand the final of the video when you were talking about something with cracked mail blog and the game =X
But I wish something good, haha.
Albert – he said you can make fan art, it will be judged and the best will win a prize. E-mail it to firstname.lastname@example.org
(Hopefully that is either clear or will work in a translator!)
Flow Field PathFinding is Amazing. GPG have math expert inside! Congratulation.
Can we have some moore sneak peak on pathfinding later? Tasks like Huge and small unit in one formation. Ranged and melle units mixed, … .
Looking forward !
Wow! How those hundreds of units flowed through the terrain like a liquid is amazing.
I’m thinking right now of how I can abuse it. Maybe crunch the enemy together against the terrain with some big units (giants, dragons etc.) and then use splash dmg on them.
I’m getting excited about this game =)
Can you show more flowfield pathfinding in the next blog? Include some large units, let’s see how the troops look running around their feet.
Amazing video! Graphics are getting better each weaks!
Will it be possible to show us more pathfinding please? With enormous units, smalls, average at the same time?
Nice job with the fog of war….. looking good.
What is the address to send to the mail bag(cracked out)??
graphics looking impressive, and that pathfinding blew my mind. Maybe thats a real stand-out feature for this game, I’ve not seen it done with so many characters (?). OTOH, I bet your guy has a kick ass PC…
Hmm three tiers of units/buildings plus legendary, wonder what thats from?
Looks to be shaping up to be pretty decent thus far. Theres still a lot to be done from the looks of it but the progress has been very promising.
The tech tree is certainly shaping up to have some potential especially considering that there is now a timer associated with each upgrade. I shall assume therefore that for the sake of balance the timers for certain upgrades vary. Especially with the particularly larger ones. If you are indeed doing this, then i think its going to be a vast improvement over the SupCom 2 tree.
I heard Paul(I assume Chris did threaten to shoot Paul yes?) mention something about building prequisites for certain upgrades. That’s also pretty nifty as well(Can’t remember if it was in SupCom2 to be honest). I wonder though if the game would benefit by having new research trees unlocked by building certain research type structures(I.e. building a blacksmith unlocks the tech tree branch that contains upgrade options to weapons and armors and said tree is viewable in the castle). If that is indeed the level of depth you would go for in the tech tree then I would also believe that to be in the right direction to forwarding not only this game, but also a pretty damn good step in forwarding the RTS genre(considering that a good amount of the RTS genre seems to be pretty damn cliched in terms of the way it handles research).
Kings and Castles looks very nice and we have been waiting long time this Total Annihilation: Kingdoms-like game. But I don’t like this new path finding system. It was also represented in Supreme Commander 2. I like old school Total Annihilation or Kingdoms way, where units can move very realistic, not gliding like in new games. This looks so unreal. If units stuck and move around obstacles, then it looks real. In new games, units even go through each other and it’s weird.
Just wanted to leave a quick comment of love for you guys. Normally strategy games on the PC scare the crap out of me but at the same time make me happy in my pants.
Currently I am just happy in the pants and plan on giving the genre another chance thanks to you guys. My rig isn’t the greatest and I see a little Playstation logo down at the bottom so this might be a slightly bold statement but.. when this magic PS3 version arises how gimped are the controls going to be compared to the vastly superior personal computer? Sorry if I’ve taken too much time with the long comment and what not!
Keep it sexy,
your new friend James
Just thinking that if you guys can find such an awesome new feature at such a basic level of an RTS(pathfinding) games , you deserve a giant thumbs up.
Keep up the blog , its something i would love to see every game company do .
I’m seeing some great improvements, but the one thing that has me worried the most is the economy. I see the Warcraftesque economy I’ve come to loathe – would it be impossible to incorporate the Total Annihilation style economy with a constant flow? It simple makes for smoother queuing of units, which means faster gameplay, which, in turn, means more satisfying combat. The superb economy system is one of the main reasons my family and I still play TA today – thirteen years after its initial release.
Long live GPG.
If you include a hardcore mode I think siege weapons/gear should affect it’s own team when fired/used.
I think each kingdom should have a special units. This unit would be more a threat, something like peons. Peons are weaker than other groups but they wish to aid their king. This means you could have 200 peons(max) v.s. 100 footmen(max). Just an example.
ZxA : Much better now, Thank you!
Well … I’m not that good with art, but I hope to see lots of good works from now \o/
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Love the upgrade tree. Would be awsome if some of them included upgrades for castle itself. Like adding catapults to citadel for example.
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I heard Paul(I assume Chris did threaten to shoot Paul yes?) mention something about building prequisites for certain upgrades. That’s also pretty nifty as well(Can’t remember if it was in SupCom2 to be honest).
Nice video mate.
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Impressive. Will you be adding more soon?
I’m seeing a great game shaping up.
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