View Full Version : Combat Video!>1!! 4 Realz this time!
medierra
03-29-2011, 04:13 AM
http://www.youtube.com/watch?v=PqGP4LT_cYo&hd=1
And... its up! Please proceed to the video section in an orderly aahaHaaGfha! STAMPEDE!
Figured I would put the link first since most of will probably want to watch first and read this after... :p
We thought we'd give you guys a first viewing before we made it public on YouTube. Currently you can only find it if you have the link. We'll make it public for everyone in a little bit.
Anyway, all of us at Crate are really, REALLY excited to finally share this with you! Can't wait to hear your feedback! :D
subshape
03-29-2011, 04:17 AM
First!
Ha just kidding, I gotta say it feels great to see it live.
Thanks everyone on the forums!
B
Opal Monkey
03-29-2011, 04:22 AM
<droooooool>... <falls off chair twitching>... Ohhhhh yeah, that's the stuff!
Thank you medierra (and everyone at Crate) :D Everything looks amazing! Love the furniture in the house and the sound effects! Actually, the very umm... satisfying sounding hits were the thing that stood out the most to me.
Just one question: what masteries are being used?
Edit: Noooooo! Subshaaaaaape! <shakes fist> You beat me to it! :p
DragonWolf
03-29-2011, 04:23 AM
LMAO I love the way those bodies go flying into the air and the chunks! the undead explode into chunks of meat! Woot!
I also like how you got to smash through a door to pass through it and kill the wee beasties hiding inside.
Though that sudden burst of speed where it looks like the character is sliding across the ground is that an ability or something else? And will some monsters actualy leave bloodstains after you blow them into bits?
All in all;
I wants it and I wants it NOW!
Seriously awsome video guys keep up the great work!
SoulSeekkor
03-29-2011, 04:26 AM
Pure...awesome... Going to be itching more than ever to play this now!!! :/
Soul
heron
03-29-2011, 04:31 AM
Hot damn! Sweetness!
Things I liked;
Smashing through the doors
Monster knockback animations
lots of gore
good combat pacing
raining fx
The main UI and inventory would be nice to see on the next video!
medierra
03-29-2011, 04:48 AM
Just one question: what masteries are being used?
The character in the video is using almost all soldier skills with the exception of the canister bomb that you can see exploding at the end.
Though that sudden burst of speed where it looks like the character is sliding across the ground is that an ability or something else? And will some monsters actualy leave bloodstains after you blow them into bits?
The sudden burst of speed at the beginning is a charge skill called "Blitz"
All the bloodsplosions leave splatters on the ground, although the video compression makes everything a little brown and muddy, so it is hard to tell. Spatters can even be left on walls and you can see a good example of this at about 47 seconds in when I smash a zombie over the couch and into the wall.
Also, don't hesitate to like the video on YouTube and leave some friendly comments... hint, hint... ;) Hehe, I know, I'm shameless but hey, we can use all the help we can get!
When watching on YouTube be sure to set the video quality to 720HD, on our website we set the link to do it automatically.
MrFreckle
03-29-2011, 04:49 AM
Sweet!
The music set the mood nicely and kinda made me wanna smash something. The sound effects flowed smoothly and kept a gritty scheme. I appreciated that the monsters bodies would die in different ways, flying in different directions, going limp or exploding (best). What the flip were those flying eye things? Beholders always freaked me out. :eek: Only the charge skill seemed a little... flat or unpolished. Course, how do you polish an ability that makes your character run at speed that just doesn't make sense? (Maybe longer strides to simulate sprinting?) Top notch, I literally laughmoaned when he started breaking through the house to kill the zombies inside.
Kluga
03-29-2011, 04:56 AM
What needs to be said? Purely amazing. It confirms all our suspicions that this game will be great. It looks very polished at a very early stage. We'll all be that much more excited for the release date.
Buzz_Kiel
03-29-2011, 05:12 AM
Ffffffffffffffffffffffffffffff-
Lovely.
Tiptoe
03-29-2011, 05:51 AM
Wow! I really picked the right day to drop in and see how things were going :D
Now this is proper combat! I've been playing Dragon Age and while I'm enjoying it, I find its combat rather flat.
Grim Dawn, on the other hand, has that wonderful sense of 'feedback'. Hitting a monster and seeing bloody chunks go flying is extremely satisfying ;).
Anyway, I had no idea the game was this far along. Really, really want to play it!
Yggdrasil
03-29-2011, 05:53 AM
The fight is really epic ! So fast and violent !
The cupboard's flight at 0:55 is very impressive.
Well done for all this awesome stuff !
The fight is tough and fast-paced but very limpid too !
EDIT : the french forum is updated with the link.
Shinrou
03-29-2011, 06:40 AM
Just amazing, have been waiting so much for this! Good job Crate, it looks very great already.
I'll be the first one to give some criticism however amazing it's looking already.
- In particular the 360-degree hit is tad too fast cast without any deeper feeling of power in it. It's almost instant and you can barely see any kind of character animation. I do guess it should be fast cast though for situations where you are surrounded badly.
- The brutal dismemberments that blow up the mobs in total pieces of meat stand out quite too much. They somehow look very different and different than normal decapitations, like they don't really belong that much to that monster that's being blown up. Although I really don't know, now when I think it, I can still imagine how good it will feel to actually play it and make bunch of mobs into red rain of meat.
Just don't get me wrong here, I totally approve the video, and I'm TOTALLY satisfied with it. But I do also realize you devs want criticism as well to aim for perfection.
Now for some very good parts of it, that REALLY stand out to me as a positive things.
- The hit sound effects do have that punch in them. Very well done, those ones. I'll just hope the swords will have as catching slicing sounds to keep the quality standards up. ;)
- The indoor areas seemed to be work well, and to integrate into the environment perfectly.
- The general feeling was very haunting. The music fitted like a glove, and ambience on the scene was very deep.
Is it just me, or did some of you get the Diablo-vibes outta this one? I once said it feels more like Diablo 3 itself, when you think of the general mood of the game. That opinion stands, hah.
Anyway, off with my blabbering for now. I want to thank you all from Crate for easing our pain of waiting for the actual combat gameplay and even more than that, from making this game so much harder to wait. It definitely looks and feels like you have pure winner in your hands. I'll start advertising the video asap.
medierra
03-29-2011, 06:49 AM
Wow, thanks for the fantastic feedback and encouragement everyone! Can't wait to show you guys more. :D
Dobster
03-29-2011, 06:51 AM
Love it!
It's great to get a feel for the game for the first time, can't wait to play it even more now :)
Staalker
03-29-2011, 06:54 AM
I purchased a Legendary a long time ago, just never had a real reason to post here and say more, until now.
This video shows exactly what I have been looking for. I have played nearly every ARPG out there and always feel like something is missing. Even this short vid, with all the info I read about here, gets me antsy waiting to get my knuckles on this game.
Thanks for taking the time to show us what you are doing!
Here's to hoping you can get us all something to play around with soon!
Cheers.
Just dropping into this thread to say that this video is awesome and you guys are awesome and Grim Dawn is gonna be awesome!
Also I found breaking (quite literally 'breaking') into the house particularly awesome :D
Henk can not be held responsible for any damage, be it mental or physical, sustained as a result from the overuse of the word 'awesome' in this post. Also, Grim Dawn is too awesome to not use the word awesome to describe it.
Dexxxter25
03-29-2011, 07:13 AM
I am very impressed you guys, I am happy to have given you my money to help develop the game.
Just thought of something while watching, the music sounded great the fighting sounded great but other than that there wasn't a whole lot of commotion going on with the zombies. Maybe when they spot you they make some more noise on their run to attack you? I see a number of the bigger guys screaming and what not but no sound with that. At any rate its just a suggestion.
I really like what I'm seeing sound effects and gore are awesome and I really LOVE the music :) Keep up the good work!
Llama8
03-29-2011, 07:49 AM
Very good to see some combat at last, it looks just as good (if not better) than TQ (despite the smaller team & budget).
What's the temp aura at ~25 seconds? Revenge of the Curry?
H4rdrock4H
03-29-2011, 08:00 AM
Nice combat action there :P, looks like this game is gonna be awesome, dang some nice effects :P
p0!n7|3las7
03-29-2011, 08:08 AM
Firstly I apologize for not lurking around on the forums enough lately.
Second, I really loved the footage in the video and a lot of people have already mentioned about the cool stuff, the destructible physics, the blood, the solid feeling of feedback and the sounds, even though being pre-alpha it looks good and of course more polish will come soon.
I noticed some numbers a couple of times, were those critical hits, some form of mega damage or gain? Would be great to have some more numbers on the screen, maybe the damage, the xp gain or something. Couldn't tell if I like the font or not yet, but am sure you guys will do a great job to make it look and feel really awesome!
Executioneer
03-29-2011, 08:10 AM
I have to say, it really amazed me too; stunning effects even when just performing a basic weapon attack, and the smashable environment spices things up. I even liked the fact that there are passages through the house.
you guys made an awesome job there!
Keep it up guys!
sharbu
03-29-2011, 08:18 AM
In the words of Ash....."Groovy".
jamesL
03-29-2011, 08:28 AM
I like the couch :D
at certain times in combat (after hitting a bunch of things in quick succession) he seems to be on fire
I assume that's by product of a skill he's suing: killing many things quickly builds up "Rage" or "Fury" thereby making his other attacks more powerful ?
or is it an effect of a skill that's been used on him: for example, when a monster in Diablo 2 casts "Amplify Damage" on you you take double damage from all attacks, and the animation effect on the player is flames over his head to let him know he's taking double damage
nighteyes
03-29-2011, 08:37 AM
:rolleyes:
Love it, keep on going guys!
:cool:
Perturabo
03-29-2011, 08:43 AM
Awesome, just awesome!
What I really loved was the partly destructible environment (doors, chairs,...).
Well done Crate! Video is fantastic and was worth the wait. The game looks very impressive for Pre-Alpha and you certainly have many eager fans waiting to test it for you.
I love the 'bustin down doors and kicking ass' feature, otherwise known as "destructible environment". And while not everything may be destructible, breaking down doors to get into other rooms definitely adds to the immersion. That's really neat.
Graphics look awesome. The look and feel to the game is really dirty and gothic. A few negatives have already been pointed out so I won't go into them but geez, it all comes down to polish now so I reckon you guys would be wrapped at the moment. :)
Again, well done to come this far.
hooby
03-29-2011, 09:01 AM
Need my fix.. now!
I noticed some numbers a couple of times, were those critical hits
Yes, those are crits.
Darky
03-29-2011, 09:33 AM
ahhh Dia....b...loooo what?
this is going to be awesome really great work to all those at Crate.
oh and 1:37 it looks like the gib pieces react to the grass around you, will this also be the case for spells.
like fire are effect spell permanently burns the ground/grass?
carnage665
03-29-2011, 11:00 AM
I was expecting goodness, but i saw GREATNESS!!!! Really, really nice job crate team!! Love everything about it! (Already downloaded it to my HD ^^)
Nice color pallets, good physx (breakables), good game pace, nice skill graphics,...
It seems like you have to run away at times to avoid death. It's fun to see the game isnt too easy and some quick decisions are needed in order to survive.
Thnx alot Crate, Hope to see more of this in the near future...
Cant wait for full release.
Darkenmal
03-29-2011, 11:22 AM
Aah finally good job guys..
Renevent
03-29-2011, 11:30 AM
Overall looked absolutely fantastic...though there's some things that didn't look too hot.
-When you smash the first door it breaks apart in delayed fashion...looks kinda weird.
-The buff/aura that glows orange is a bit overpowering visually.
That's just some nitpick stuff and I am sure lots of stuff in the video is still being worked on.
matthewfarmery
03-29-2011, 11:31 AM
WOW! and WOW! and maybe a double WOW!!
I got to admit, I really like what I see, the vid looks amazing, combat looks fun and frantic at the same time, love the colours and everything
nice job there
When is the alpha due?
as I can't wait to give it a spin;)
but anyway, the quality of the work is amazing, great looking game you have there and fully (if not more so) worth the money I spent.
what more do I need to say?
keep up the awesome work, as this is a fine looking game you have there
NZSpy
03-29-2011, 12:01 PM
Awesome! Just freaking awesome!
Caillou
03-29-2011, 12:09 PM
:cool:I like it, sounds, feeling, physics, effects are really good.
The "fire aura" [0:30] is maybe too intense and hide the character too much.:undecided:
And diseapearing bodies ? Wow that's very bad for me, I like to turn back and watch the past slaughter...:o
TECHNOmancer
03-29-2011, 12:13 PM
WOW!! A lot has already been said, so I don't expect to add much to it.
I really liked the portion of the video where the character traveled into and through the building while smashing doors and furniture.
The pace the enemy attack was much more frantic than most of the encounters in TQ. Moreover, it was good to see that some of the enemies weren't pushovers, which allowed for reinforcements to arrive and the ranged attacker to take shots at the character.
The music, which I already thought was great, is even better when paired with the visual aspect of the game.
Canister Bomb: SWEET!
TECHNOmancer
GIAMarcos
03-29-2011, 12:42 PM
Great to see you guys are making progress!
Love the combat, especially the destructable environment, it ads a nice little something!
Keep up the GREAT work!
UrukHaiPT
03-29-2011, 12:43 PM
Looking great, keep up the good work.
Jenga
03-29-2011, 12:46 PM
I'm really digging the pace and intensity of the combat. This game is definitely at the top of my "DO FUCKING WANT" list :)
Keep up the amazing work Crate!
myrmidon
03-29-2011, 12:46 PM
I love those sound effects! it makes me want to hit some zombies on the head with a big club! smashing doors is awesome(can you smash doors with bow and arrow, or are they resistant to piercing?) Every thing looks amazing! Cant wait for that alpha.
0:06 i like that water pipe
I love those sound effects! it makes me want to hit some zombies on the head with a big club! smashing doors is awesome(can you smash doors with bow and arrow, or are they resistant to piercing?) Every thing looks amazing! Cant wait for that alpha.
0:06 i like that water pipe
You can smash the destructibles with any attack, including skill based and ranged. Personally I prefer grenades to do my smashing.
Roros
03-29-2011, 01:19 PM
The biggest win for me is the cleave attack where you're just hitting in an arc infront of you instead of single enemies. It's something that I always appreciate in games, since it suddenly introduces a way to constantly try and "set up" your battles. Is this a passive thing or an activated skill?
yerkyerk
03-29-2011, 01:28 PM
Congratulations on the vid! It looks awesome. I'm not sure where you guys are at this stage, but it looks utterly amazing for an alpha version..
I so want to play the game right NAO!!!
Despite the video being much better than I anticipated, there's some small points of critic though, but I've always got something to bitch about. It's my nature, feel free to hate me for it :)
- I can't believe I'm saying this, but... The gore might be a bit too overdone at times. At 0:29 the hero starts gibbing every monster he hits. It's cool to see monsters splattering pieces of themselves all over the place, but when you can do it with every hit I believe it becomes a bit too much and it isn't special anymore. It should imho be saved for special occasions (destructive skills, killing monsters with crits - or when the hero is overpowered).
- The fiery aura is too fierce.. should be more subtle, imho
- disappearing corpses and stains - aww....?
Darkenmal
03-29-2011, 01:35 PM
Judging from the quality of the video.. it looks pretty damn close to Alpha.
Is there any hope for the Alpha this spring?
Scryer
03-29-2011, 01:45 PM
Absolutely awesome video! Very impressive! Thank you so much for this preview!
I’m going to go over as many details as I can. I realize this is a pre-alpha version, not even alpha, but I’m going to try and give some feedback in every area, even if I know you’re still implementing things into the game still.
The Physics –
That’s a pretty awesome use of physics, allowing the player to bust into houses and (maybe caves/tombs?) I’m pretty impressed! I did not see a problem with the physics other than possible optimizations, though that sounds difficult. I would love to see key-points in the walls of certain buildings be breakable by enemies also. That would be pretty damn scary, a huge enemy busts through the wall of a house you’re walking through? Sounds epic!
Maybe you could add a way to destroy lamp/torch posts? (If it’s even possible) With the goal of creating a small fire on the ground.
The Sound Effects –
These were pretty awesome!
But a few things – I really couldn’t hear any footsteps while the player was walking; hearing footsteps from the player makes me feel like he’s got weight. If footsteps were there then I just couldn’t hear them and maybe the awesome music kind of blended them out? The only other thing I noticed was that some enemies and skills did not have ‘oomph’ in their sound effects.
For example that skill with the wave of orange around 34 seconds into the video could use a more distinct sound effect.
The shout skill at 22 seconds could also use a more distinct sound effect.
The Color –
I’m very impressed with your use of multiple and varied colors! The game is much more colorful than I expected and I think it’s awesome! This kind of thing makes the game-play visually interesting.
I think you could improve a few of the skills to be not only more colorful but also feel more impactful.
For example, the shout skill at 22 seconds, you could add some color to the trail of the effect and the inner circle of the effect. That would give it much more depth and make it visually impressive.
Also, the skill at 34 seconds, the orange wave, I’m not sure what color you could add to it, maybe you could make it crumble the earth below the wave as an added effect? Things like that will still add depth even if there’s not a way to add color.
The canister skill is pretty damn good! My only qualm with it is that it could use some very small visuals on its initial release. So as the player throws the canister, maybe there’s a trail of smoke, or some other additional characteristic to distinguish it from background foliage. The explosion effect is awesome! And I hope there’s a way to modify that canister skill to freeze enemies.
My only note here - is please continue to use color! Every color, obviously each color should symbolize a specific damage type, but I’m pretty impressed with your use of color!
If the orange glow around the player is like a 10/10, and the shout effect is like a 2/10, then I’d like to see every skill at 4 and above. I would say the orange wave skill is like a 3/10.
You could dial back most 10/10 skills to an 9 or 8.
The Animations –
I’m very impressed with the animations! But, remember, you can never have enough! And if there’s a way to cheaply add more animations, then please do! It adds to the battle experience, the immersion, and the game feels that much more fluid. Both enemy and player animations, including death animations.
I could say the same about color, skill effects, destructible objects, and sound effects though, add as many as you think you can!
Beyond that, I really can’t wait to test out the Alpha! I’m totally hyped now!
Thank you so much for showing this to us! It’s been a long time in the works, but it’s been worth it!
I hope my feedback has helped, even a little, I know I’m pretty naïve, but I feel like any feedback might help. I hope it does anyway.
Void(null)
03-29-2011, 01:50 PM
Oh so very much want! That looks stunning! Way to be dark without the world and everything in it being brown!
The Music and SFX are also exceptional. Every hit seems even more visceral from those gorgeous sounds.
I know its pre-pre-pre alpha and absolutely nothing is finalized and there are a ton of placeholders in there but I have to agree with yerkyerk about the gibbing and particle effects. The blood spray was beautiful and the gore at 0.46 is lovely but the explosive gibs looked like the zombies explode in a shower of field dressed rabbit.
http://www.farmcurious.com/wp-content/uploads/2011/01/Field-Dressed-Rabbit-150x150.jpg
I don't suppose there are any plans to do proper dismemberment so that creatures limbs and bodyparts go flying?
Also the VFX on both the PC and NPC's got a little too much that near the end the combat was a green light blur battling a yellow light blur. So much love has been placed into the world environments, the character models and the MOB's so why hide it all?
All in all its shaping up really nice and I am now even more excited about Grim Dawn!
Also, love the breaking down doors part... very epic.
Wonderful! I really loved the sound effects that club gave! Sounded brutal, just as i want it. But I do not really know what happened at 0:22, some kind of AoE of course but it sounded rather weird? Might want to do something with that. (If the "uh!" was because of the skill of course)
OneEyeRed
03-29-2011, 02:15 PM
Awesome sauce!!!!!
Caillou
03-29-2011, 02:18 PM
Another complain :
The dismemberment should be nicer if the pieces of meat jump in the extension of the shock instead of every direction.
Yeah I'm really unfair:cool:
ASYLUM101
03-29-2011, 02:23 PM
Anyone notice the friendly AI in the beginning? Speaking of which - what's that double upwards arrow on one of the AI guys? Buff? Level up?
Also - I noticed some zombies wearing vests and things (mostly a few greens and blue zombies), is that part of the WYSIWYG system? I'm assuming yes cause I can't imagine texturing the same zombie several times just to add a piece of equipment. (first one appears @22secs)
Player grunts at 22 seconds, nearby enemies fall to the ground, yet get up later. Knockdown is in the game now?! YES. (can we get the name of the skill?)
Green zombie - hazardous to the environment? Acidic puke @24 secs?
25 seconds - blue zombie hits player, player gets 2 new aura effects - the huge glowy fiery one, and a snowflake one. Slow effect/cold damage on hit from blue zombie?! (he does attack slower, pay attention guys)
30 seconds - said blue zombie with armor gibs and drops an enormous, wicked looking sword.
1:01 - massive gazer appears. This tells us we have champion gazers in addition to regular ones! COOL.
1:19 - player drinks a potion. No animation, but he steps back from battle and begins glowing with red + marks. Either an HP pot, or a spell with no animation, no sound, and no visual effect (aside from the red things)
@Medierra or Rhis, is the entire game going to be setup this way? I mean, TONS of mobs, nice variety, (green,blue,plain zombies, super mutants, mega mutants, 2 gazer types and more) and several heroes in between? It looks like a lesser version of xmax, but with more guys and guys that don't get 1shotted.
PS: vanishing corpse haters - enjoy your persistent corpses that lag your game in TQIT. I believe this is a necessary step to minimize lag and ensure we can fight MORE guys on the same screen.
PSS to the "huge glowy fiery aura" haters - I THINK that's a passive, not an activate-able aura, because he does NOTHING to activate it unless it's instant cast. I'm guessing medierra almost died and triggered "Will to Live". I'm not fond of the effect myself, just saying I don't think he triggered it. Watch the video, it activates immediately after blue zombie hits him.
Domme
03-29-2011, 02:35 PM
Thank you very much for this first pre-alpha impression. Nearly everything feels right and I instantly got this Titan Quest feeling I hoped for. :)
Something that doesn't feel right is the gravity. The bodies are floating like in slow motion to the ground and it look strange to see a body rise in the air, when the stroke of the mace is a stroke from the side oder top.
I hope you guys find some time to look after this.
I have no problem with disappearing corpses, but not if they are vanishing just seconds after beeing killed. It would be cool, if this could be configurated via the options menu (i.e. instantly, after 1 Minute, after level change, max. number of x corpses).
Keep up the good work! :)
You can smash the destructibles with any attack, including skill based and ranged. Personally I prefer grenades to do my smashing.
Is it possible to smash an opponent through a door and and destroy other destructible objects with them?
yerkyerk
03-29-2011, 02:44 PM
PS: vanishing corpse haters - enjoy your persistent corpses that lag your game in TQIT. I believe this is a necessary step to minimize lag and ensure we can fight MORE guys on the same screen.
Whereas I don't mind corpses disappearing after two minutes or so, or if they're 5 screens behind, I do think that persisting corpses add to the game. They're not the reason for lag anymore than a tree should be...
ASYLUM101
03-29-2011, 02:48 PM
No? Create a TQIT map where hundreds of monsters appear on screen and vanish on death, tell me how much lag you get then.
Create a separate map with hundreds of trees, how much lag then?
The answer is - the first is unplayable, even after all the monsters are vanished. The second is fine.
I don't know the specifics, but I imagine this is the reasoning. The corpses in general last about 5-10 seconds it seems, as long as they're controlled by physics, they remain ingame, but if they instagib or just crumple to the ground, its quick. It could be longer, but to be honest, I don't care how long they last, it doesn't add to the gameplay whatsoever, and if it's a remedy for lag that could be caused by massive amounts of guys onscreen or in memory, so be it.
Livonia
03-29-2011, 02:48 PM
Only two things I didn't like were.
- The giblets from exploding mobs were rather large and seemed a little out of place. Not to mention the explosion itself was a bit too energetic.
- The aura that kicked in at 27 seconds is way too big. It totaly dominates the character and engulfs him.
On a side note, would it be at all possible to add an option to remove auras and other effects that contunially encompass the char? I can't help it, I like my dark, doom and gloom atmosphere to be really gritty. ^^
Besides that I like it alot. If I had to pick one want for the future... a look at the UI in action. Keep up the good work, can't wait for more.
wickedinsane
03-29-2011, 02:52 PM
Truly amazing!! :rolleyes:
Cant wait to play alpha/beta...
carnage665
03-29-2011, 02:54 PM
Absolutely awesome video! Very impressive! Thank you so much for this preview!
I’m going to go over as many details as I can. I realize this is a pre-alpha version, not even alpha, but I’m going to try and give some feedback in every area, even if I know you’re still implementing things into the game still.
The Physics –
That’s a pretty awesome use of physics, allowing the player to bust into houses and (maybe caves/tombs?) I’m pretty impressed! I did not see a problem with the physics other than possible optimizations, though that sounds difficult. I would love to see key-points in the walls of certain buildings be breakable by enemies also. That would be pretty damn scary, a huge enemy busts through the wall of a house you’re walking through? Sounds epic!
Maybe you could add a way to destroy lamp/torch posts? (If it’s even possible) With the goal of creating a small fire on the ground.
The Sound Effects –
These were pretty awesome!
But a few things – I really couldn’t hear any footsteps while the player was walking; hearing footsteps from the player makes me feel like he’s got weight. If footsteps were there then I just couldn’t hear them and maybe the awesome music kind of blended them out? The only other thing I noticed was that some enemies and skills did not have ‘oomph’ in their sound effects.
For example that skill with the wave of orange around 34 seconds into the video could use a more distinct sound effect.
The shout skill at 22 seconds could also use a more distinct sound effect.
The Color –
I’m very impressed with your use of multiple and varied colors! The game is much more colorful than I expected and I think it’s awesome! This kind of thing makes the game-play visually interesting.
I think you could improve a few of the skills to be not only more colorful but also feel more impactful.
For example, the shout skill at 22 seconds, you could add some color to the trail of the effect and the inner circle of the effect. That would give it much more depth and make it visually impressive.
Also, the skill at 34 seconds, the orange wave, I’m not sure what color you could add to it, maybe you could make it crumble the earth below the wave as an added effect? Things like that will still add depth even if there’s not a way to add color.
The canister skill is pretty damn good! My only qualm with it is that it could use some very small visuals on its initial release. So as the player throws the canister, maybe there’s a trail of smoke, or some other additional characteristic to distinguish it from background foliage. The explosion effect is awesome! And I hope there’s a way to modify that canister skill to freeze enemies.
My only note here - is please continue to use color! Every color, obviously each color should symbolize a specific damage type, but I’m pretty impressed with your use of color!
If the orange glow around the player is like a 10/10, and the shout effect is like a 2/10, then I’d like to see every skill at 4 and above. I would say the orange wave skill is like a 3/10.
You could dial back most 10/10 skills to an 9 or 8.
The Animations –
I’m very impressed with the animations! But, remember, you can never have enough! And if there’s a way to cheaply add more animations, then please do! It adds to the battle experience, the immersion, and the game feels that much more fluid. Both enemy and player animations, including death animations.
I could say the same about color, skill effects, destructible objects, and sound effects though, add as many as you think you can!
Beyond that, I really can’t wait to test out the Alpha! I’m totally hyped now!
Thank you so much for showing this to us! It’s been a long time in the works, but it’s been worth it!
I hope my feedback has helped, even a little, I know I’m pretty naïve, but I feel like any feedback might help. I hope it does anyway.
Ehrrmm... Is this game coming out in 2020? ^^ No offense meant by that btw m8. You have some good points there, but considering the small team and budget they have its all in all very well polished for a pre-alpha. I must say your right about the gore bit: the blood splatters are awesome and can be used very often as an animation, although the corpse explosions could be cranked down just a bit. Otherwise i could get monotonous. (Again; no offense to you Scryer, nor Crate!)
I'm curious what discussions this video will bring forth? let's separate the men from the mice ^^.
hyhanteen
03-29-2011, 03:17 PM
Awesome video, thank you Crate!!!!
Everything is perfect in this video, i cant wait until i can play Grim Dawn!
Diablo 3 epic fail , Grim Dawn THE BEST!!!
medierra
03-29-2011, 03:26 PM
The biggest win for me is the cleave attack where you're just hitting in an arc infront of you instead of single enemies. It's something that I always appreciate in games, since it suddenly introduces a way to constantly try and "set up" your battles. Is this a passive thing or an activated skill?
It is an active skill called "blade arc"
Domme
03-29-2011, 03:27 PM
No? Create a TQIT map where hundreds of monsters appear on screen and vanish on death, tell me how much lag you get then.
I had never lag in TQIT, but besides of that it should not be hard to give the user the option to choose wheather the corpses will vanish or not.
medierra
03-29-2011, 03:33 PM
Congratulations on the vid! It looks awesome. I'm not sure where you guys are at this stage, but it looks utterly amazing for an alpha version..
I so want to play the game right NAO!!!
Despite the video being much better than I anticipated, there's some small points of critic though, but I've always got something to bitch about. It's my nature, feel free to hate me for it :)
- I can't believe I'm saying this, but... The gore might be a bit too overdone at times. At 0:29 the hero starts gibbing every monster he hits. It's cool to see monsters splattering pieces of themselves all over the place, but when you can do it with every hit I believe it becomes a bit too much and it isn't special anymore. It should imho be saved for special occasions (destructive skills, killing monsters with crits - or when the hero is overpowered).
- The fiery aura is too fierce.. should be more subtle, imho
- disappearing corpses and stains - aww....?
The fiery aura is a soldier skill called "fighting spirit" (not sure I like the same yet) and it activates for a short duration giving a massive boost to physical damage and offensive ability. So, what you're seeing at 0:29 is a ton of critical hits due to fighting spirit. I'm also using blade arc a lot, which also has a damage modifier but costs a lot of energy to use successively like that.
Enemies are set up to gib when your killing hit does over X% of their total health in damage. So, when you're fighting a lot of zombies, you'll tend to see a lot more gibbing.
We have a lot more going on graphically than TQ with all the burn and spatter decals, gib physics, weather, destructibles, etc. We also tend to have battles with more enemies, so having all the bodies lying around could get really ugly for performance.
senbon
03-29-2011, 03:35 PM
Great clip :D. Absolutely loved the use of colours and music!
Only thing I felt missing was some sort of feeling of speed / power when
the character used Blitz (charge) @ the start of the clip.
Thanks Crate! Can't wait for the alpha ;>.
gdansk
03-29-2011, 03:39 PM
I, for one, appreciate the massive amount of gore. Now, I really want to buy this game but I'd prefer not to deal with any payment agent other than PayPal, which I assume will not be available until a release date is established... *sigh*
yerkyerk
03-29-2011, 03:50 PM
Enemies are set up to gib when your killing hit does over X% of their total health in damage. So, when you're fighting a lot of zombies, you'll tend to see a lot more gibbing.
We have a lot more going on graphically than TQ with all the burn and spatter decals, gib physics, weather, destructibles, etc. We also tend to have battles with more enemies, so having all the bodies lying around could get really ugly for performance.
I'm actually perfectly fine with that method of gibbing.
Just seemed a bit weird, suddenly all those chunks of meat flying around. Than again, I might actually prefer that if I play the game myself and activate my ownage skill :)
How about a slider to set a timer for body evaporation? Pretty please? Pretty please with sugar on top?
http://joniang.com/wp-content/uploads/2008/10/puss-in-boots.png
I, for one, appreciate the massive amount of gore. Now, I really want to buy this game but I'd prefer not to deal with any payment agent other than PayPal, which I assume will not be available until a release date is established... *sigh*
Don't count on ever being able to buy Grim Dawn with PayPal. See this post (http://www.grimdawn.com/forums/showthread.php?t=780&page=6#post25865) for why.
Our current payment provider is a real bank and therefore an order of magnitude safer than using PayPal.
Caillou
03-29-2011, 04:03 PM
How about a slider to set a timer for body evaporation? Pretty please? Pretty please with sugar on top?
http://joniang.com/wp-content/uploads/2008/10/puss-in-boots.png
Pleeeeeeeease
http://3.bp.blogspot.com/_8kXsPIEkJZI/RyHPBMITXzI/AAAAAAAAABk/yf4gAfvshe8/s400/funny-cat-shower.jpg
Void(null)
03-29-2011, 04:09 PM
I had never lag in TQIT, but besides of that it should not be hard to give the user the option to choose wheather the corpses will vanish or not.
Then you never played with XMAX or Achilles Mod.
;)
Cmelda13
03-29-2011, 04:13 PM
http://www.rockpapershotgun.com/2011/03/29/crate-news-grim-dawn-reveals-combat/
medierra
03-29-2011, 04:17 PM
Anyone notice the friendly AI in the beginning? Speaking of which - what's that double upwards arrow on one of the AI guys? Buff? Level up?
The NPC guard got within range of the player's "field command" aura. The icon is supposed to be chevrons denoting military rank.
Also - I noticed some zombies wearing vests and things (mostly a few greens and blue zombies), is that part of the WYSIWYG system? I'm assuming yes cause I can't imagine texturing the same zombie several times just to add a piece of equipment. (first one appears @22secs)
We added it currently as undroppable equipment just to give the zombies some visual variety. We want to later create either player versions or make it drop as some kind of crafting resource like "scraps".
Player grunts at 22 seconds, nearby enemies fall to the ground, yet get up later. Knockdown is in the game now?! YES. (can we get the name of the skill?)
Yes, you can knock down live enemies now and have them get back up. If the skill has more force, like a grenado, you can actually send them flying across the screen and have them get back up.
Heh, that skill is a little bit of a hack-job. It was originally a battle shout type skill that debuffed enemies but then I felt like it would be cool to really show off the ability to knock down live enemies and have them get back up, so I added knockdown to it. I have a similar skill in another mastery but hey, you can only fit 2 masteries per char, so battle shout got turned into a knockdown skill. Who knows, maybe I'll leave it that way. It is certainly useful.
Green zombie - hazardous to the environment? Acidic puke @24 secs?
Poison puke ;)
25 seconds - blue zombie hits player, player gets 2 new aura effects - the huge glowy fiery one, and a snowflake one. Slow effect/cold damage on hit from blue zombie?! (he does attack slower, pay attention guys)
Good catch. I was afraid after watching the video over and over that people might think it was lag or something. Yes, the blue zombies, "cold ones", have various cold / freeze related abilities. They have a cold retaliation buff, their hits slow you and do cold damage and they also have a small chance to freeze you. They're really slow but they're actually one of the most dangerous enemies for melee chars to fight right now.
30 seconds - said blue zombie with armor gibs and drops an enormous, wicked looking sword.
Yep. We have kind of a bastardized loot system that is part WYSIWYG and part random. I think it provides sort of the best of both worlds. I mean, to me, the most important part of WYSIWYG is that when enemies have a badass looking piece of equipment, you can get it and that is still the case. However, when they're just wearing crappy rags, there is no need for them to drop 100% of the time. On the other hand, in TQ it was hard to provide good coverage of all loot types in all areas of the game because certain enemies only used certain types of gear. It also took a little of the slot-machine aspect out of loot because the drops were sometimes overly predictable. So, sometimes enemies can also drop things that they don't have equipped. We try to do this in a way that isn't too absurd. Like, insect swarms won't be dropping armor and weapons. Zombies though, have a small chance to drop a variety of human equipment. It is a bit of an abstraction but one that I don't think is too implausible and benefits the game more than it detracts from it. So yeah, sometimes badass swords can pop out of zombies... I mean who knows, maybe it was... uhh... "inside him?" :p
1:01 - massive gazer appears. This tells us we have champion gazers in addition to regular ones! COOL.
You are correct sir! Wait till you see the hero ones :eek:
1:19 - player drinks a potion. No animation, but he steps back from battle and begins glowing with red + marks. Either an HP pot, or a spell with no animation, no sound, and no visual effect (aside from the red things)
No potions were drunk in the making of this video. Potions are for pussies! That's my "will to live" skill that activates on low health. It provides some instant healing and then gives you damage absorption for a brief period. It has a long cooldown though, so once it goes off, you have to start being more careful. It is definitely a life-saver when you're trying to record video with the UI turned off such that you can't see your health.
@Medierra or Rhis, is the entire game going to be setup this way? I mean, TONS of mobs, nice variety, (green,blue,plain zombies, super mutants, mega mutants, 2 gazer types and more) and several heroes in between? It looks like a lesser version of xmax, but with more guys and guys that don't get 1shotted.
Yes, mostly. We mix it up a bit, sometimes you're fighting smaller groups of harder enemies. Like with rift hounds and raptors you typically are only fighting 3-6 of them at a time but they're NASTY. The aetherial corruptions and grobles / dranghouls tend to occur in large numbers like you see in the video. The video is actually even toned down a bit in terms of enemy numbers just because capturing video while playing the game on max settings is rough on performance. One o the reason though that we can have so many enemies is that the zombies are set up with ambush proxies that will spawn a configurable number and then respawn more once the zombie population drops below a set min threshhold. So the ambush keeps adding zombie to the fight until it gets tapped out.
PS: vanishing corpse haters - enjoy your persistent corpses that lag your game in TQIT. I believe this is a necessary step to minimize lag and ensure we can fight MORE guys on the same screen.
Yes, people's complaints about corpse lag in TQ and the larger number of enemies we wanted to have on-screen is what lead us to this decision.
PSS to the "huge glowy fiery aura" haters - I THINK that's a passive, not an activate-able aura, because he does NOTHING to activate it unless it's instant cast. I'm guessing medierra almost died and triggered "Will to Live". I'm not fond of the effect myself, just saying I don't think he triggered it. Watch the video, it activates immediately after blue zombie hits him.
The orange aura, that I will immediately change after posting this :p is a passive skill that has a % chance to activate on being hit. It's "fighting spirit" and it is what is allowing me to critical the shit out of the zombies at 0:29
Will to live is what causes the little red first-aid symbols and faint white glow.
medierra
03-29-2011, 04:21 PM
Whereas I don't mind corpses disappearing after two minutes or so, or if they're 5 screens behind, I do think that persisting corpses add to the game. They're not the reason for lag anymore than a tree should be...
We don't have 50 trees on-screen at a time and corpses can sometimes be many more draw-calls than a tree. So, yes, they're a much larger drain on performance.
We might be able to make them stick around a bit longer though or add in some sort of tech where they only begin to vanish after X number are on the ground in an area.
I understand people's desire here, it isn't that we don't think leaving behind a huge pile of bodies is cool but we're working under limitations that don't always allow us to do everything we want. Compromise is the only constant in game development. :o
dresenpai
03-29-2011, 04:25 PM
Love the knockback but would be nice to see the creatures fly a bit quicker. They have too much float in my opinion. Also the rag doll is something that has bothered me in every game that uses it. Can't there be range of motion limitations to certain body parts? Over all, rock on Medierra/Crate.
Caillou
03-29-2011, 04:32 PM
Then you never played with XMAX or Achilles Mod.
;)
I do, with friends on internet and I can't say if the lags is due to the tons of corpses or juste because of "it's internet", however it has never been a real issue for me.
Its Ok, I will do whith disappearing corpses.
For the drop system : instead of giving a sword in the hand of the zombi, why don't you put one through the chest ? It is a good way to mix WYSIWYG and random drop ^^ Okay I know : there isn't only zombies in the game.
I am not a very good critic, but here it goes: the game seems so far terribly fun and good. I was already impatient to get my hands on Grim Dawn, now it is going to be harder to wait for the final version!
The graphics (whether textures, effects, etc) look really nice, better than what I was expecting from the screenshots. The animations, blood and physics are a big improvement from Titan Quest, and really brings that feeling of being in a battlefield (reminds me more of Diablo 2). The physics system is bringing a lot of fun: not only I am sure it will be used to plan some neat strategies (making a structure falling on top of some moobs?), but seeing those wooden crates, furniture and doors exploding and breaking apart in the middle of the action really brings more chaos and fun to the picture. :D I also really appreciated to see more moobs than in TQ, which was somewhat of a problem for me that made me install the xmax mods: not enough monsters, not enough action. Problem solved in GD!
I am not a sound expert, but everything seemed okay to my ears.
It is only now that I realized that we haven't seen anything of the hud, whether on the screenshots or the video, for the life, skills, etc. I have to say I am fan-hud, as long as it doesn't become an ugly thing that covers all of the screen. Nonetheless will there be an option to turn it off for the players who would like to have a "hud free" game?
Now, for the criticisms, or should I say "the things that can still be polished until the release", I have noted a couple of "odd physic moments". Such as the destruction of the first door, that didn't fit with the hit from the character: half of the door went down, the rest "exploded" towards the players instead of going inside of the house. I also had the feeling some of the enemies seemed to glide a little bit in the air before crashing down, a little bit like in TQ. I also won't be against more hit animation on the main character, specially if our hero receives a critical hit. Hey, what about even having our hero receiving such a blast that he would fall on the ground and will have to stand up again?...On the other hand it could slow down too much the gameplay.
While I am a big fan of the gore aspect of the game, I don't really like two things: first the big cloud of blood that...Well, that indeed look like clouds of particles, instead of an explosion of liquid. Now I have the feeling that could be too hard to implement.
The dismemberments were great, except when the enemies were "exploding": I have the feeling it was the same explosion for every single enemy, like in Icewind Dale. When the enemy receives a critical hit, the model is replaced by a bunch of limbs flying all over the place. It is pretty visible at 0:29s. Tell me if I am wrong, but it gave me the impression that many enemies will have the same "explosion animation", with the same limbs flying all over the place (no matter the direction of the hit they received), no matter what their race/size/aspect will be. My idea will be to have the polygons of the enemy detaching, like a main dismemberment, with blood pouring from the cut limbs, but again I have the feeling I might be asking for too much! ^^
I realized something was missing until someone mentioned that the bodies were disappearing: personally I was more focus on the blood disappearing rather than the bodies. I am also a big fan of physical bodies never disappearing until you quit the game (I understand that it is more cool, convenient and logic for ghost/wraiths/some demons to disappear when killed, but as far as the other monster goes, well, it brings more chaos to our artistic destruction of killing bad guys :D: Oh the joys of following my pile of bodies from a rebirth fountain to the place where I bit the dust!), and it never had an impact on my performances, even with a rather poor computer and the xmax mod. In TQ I have a big performance drop when pack of enemies are still alive, or at the moment of death (with all the animations of their dead), but once they are dead and not moving on the ground I never had any performance issue. I have to say though that the body disappearing effect was really well handled and really subtle: I didn't see it at first.
Now I understand that removing bodies can allow some machines to handle the game with max graphics, and that some players won't wish to see the ground texture covered with blood and bodies for the rest of their game session. Would it be possible to have an option to allow players to handle that aspect of the game, like two slide bars that will go like "bodies/blood disappearing after 5s, 10s, (...), 1min, (...), 5min, never", or again will it be too hard to implement?
I hope I am not sounding rude, I would hate to give the impression I am complaining about everything: really liked the video, but with those little details fixed it would be pure perfection for me! :D
EDIT: many messages were posted in the meantime while I was writing this, including an answer of Medierra about the bodies. Since you guys are working on limitations, I perfectly understand that having bodies staying is the last of your priorities. :) Focus on what you think will make the game better than it already is, the rest will just be like some cherries on top of the yummy pie.
medierra
03-29-2011, 04:38 PM
Yeah, I hear what you guys are saying about the float on ragdoll - I was thinking the same thing myself the other day but wasn't sure if maybe I was just crazy... or both?
Sorry if I missed anyone's questions, there are a lot of posts and it is tough to keep up!
Thank you all for your feedback. I did read all the posts, I'm just not sure if responded to them all.
Note to self:
-Tone down fighting spirit fx
-Either beef up battle shout skill / fx to make it appropriate for knockdown or revert it back to a debuff
-Look into increasing body duration
-Town down gazer frenzy aura fx
-Mull over other ideas
Void(null)
03-29-2011, 04:38 PM
Love the knockback but would be nice to see the creatures fly a bit quicker. They have too much float in my opinion. Also the rag doll is something that has bothered me in every game that uses it. Can't there be range of motion limitations to certain body parts? Over all, rock on Medierra/Crate.
Nom nom nom Euphoria. (http://www.youtube.com/watch?v=Qi5adyccoKI&feature=fvst) Unfortunately such middleware does not come cheap.
:(
Renevent
03-29-2011, 04:51 PM
Hey medierra you might want to contact Rock Paper Shotgun...while their article was positive it looks like they might have unintentional spread some misinformation:
This is the Soldier class in an area called the Burrwitch Slums. It’s just outside Devil’s Crossing – you know the place. It looks… well, it looks like a solo action RPG. But that’s pretty much what you want from a solo action RPG
Now you have people in the comments section complaining that they expected online in a ARPG like this and comparing it to torchlight...
Probably best to nip this in the butt before it turn into tons of people thinking Grim Dawn has no multiplayer and writing off the game.
Silversaint
03-29-2011, 05:00 PM
While waiting for the ME2 DLC Arrival,
browse the news on VG247 and my eyes went bright when it's said Grim Dawn got a new trailer!
And it's da*n good!
I wish i can play the pre-alpha already right after the ME2 DLC Arrival!:D
medierra
03-29-2011, 05:03 PM
Hey medierra you might want to contact Rock Paper Shotgun...while their article was positive it looks like they might have unintentional spread some misinformation:
Now you have people in the comments section complaining that they expected online in a ARPG like this and comparing it to torchlight...
Probably best to nip this in the butt before it turn into tons of people thinking Grim Dawn has no multiplayer and writing off the game.
I love RPS but I wish the press was a little more careful about the accuracy of statements that could have profound PR implications for studios... :cry:
Thanks for the heads-up, I guess ill go try to do damage control.
Edit - Thankfully RPS was very quick to respond to our email about the multiplayer mix up. Love that site!
Wow, it looks and sounds great. You now have my pre-order. Really looking forward to the beta.
p.s.- Can you *please* provide an option to increase font sizes? I went nuts squinting at weapon tips in TQ! Thanks ;)
Harlequin
03-29-2011, 05:12 PM
This is a truly amazing video.
The game looks a lot better than TQ (not that TQ looked bad). The environment is so much more lively.
I basically agree with most of the criticism here so nothing to add there.
What I especially love:
Poison Puke - it looks so cool
Canister Bomb - fk yeah bombs. It is flying a bit slow though. Are there different types of "grenades"?
Samsonite
03-29-2011, 05:41 PM
For body duration couldn't you make the dissolveEffect into like a dissolvepack.dbr that decays in say 2-3 timed stages. The skin could decay or melt rather quickly and just leave some bones and a pool of goo or blood. It would be less draw cells, dunno if the effect of a ton of bodies turning into goo would be more of a performance hit than a ton of corpses laying around for an extended period. I see they do kind of dissolve this way they just disappear in short order.
Just an idea, dunno if its possible or would take to much time to rework the dissolveEffect code + making a bunch of animations (although you could make a few standard ones for like, goo, blood, guts+goo etc just to get them in). A .dbr format for it though would let you randomize a bit by adding in different entries for different stages of decay + having a time entry for each stage.
Also, just my preference. Is it possible to show all damage instead of just crits? Even DoT's and what not would be sweet (like heals in green). I know its a code change from TQ, but seeing DoT's would be sooo nice, even if it is a number flood. Some of us like to see what everything is doing damage wise >_>.
yerkyerk
03-29-2011, 05:42 PM
The knockback made it in?! Heh, didn't even notice that... and knockback based on physics rather than animation? That's even more awesome! This is really shaping up to rock the foundations of what is still referred to as the Diabloclone genre..
I hope the vid brings a lot more attention to this amazing indie title.
Void(null)
03-29-2011, 05:44 PM
The knockback made it in?! Heh, didn't even notice that... and knockback based on physics rather than animation? That's even more awesome! This is really shaping up to rock the foundations of what is still referred to as the Diabloclone genre..
I hope the vid brings a lot more attention to this amazing indie title.
If a picture is worth a thousand words then a video is worth about a ten press releases.
:D
ASYLUM101
03-29-2011, 06:09 PM
The knockback made it in?! Heh, didn't even notice that... and knockback based on physics rather than animation? That's even more awesome! This is really shaping up to rock the foundations of what is still referred to as the Diabloclone genre..
I hope the vid brings a lot more attention to this amazing indie title.
Pretty sure it was knockdown, not knockback.
visuar
03-29-2011, 06:29 PM
W O W
Watched in on my 1080p projector last night. Looks AWESOME! It would be great to get a downloadable version of that movie, especially in 1080p, if that's possible :D
Only thing that stood out for me were the meat chunks. I'd like to see different shaped bits, a bit more random stuff
Like some others in this thread I've not posted before but got a legendary key, so can't wait to try out the alpha. Been hunkering for a good ARPG!
We have a lot more going on graphically than TQ with all the burn and spatter decals, gib physics, weather, destructibles, etc. We also tend to have battles with more enemies, so having all the bodies lying around could get really ugly for performance.
Maybe include it as an option in the graphics settings? I just built a Sandy Bridge 3.4 GHz system with 8GB RAM and an ATI 5870 in it hooked up to that 1080p projector. I'm hoping it can handle quite a few bodies lying around
Recently installed TQ and did notice there's quite often a little stutter that I'm gonna have to see if I can get rid off. Hopefully Grim Dawn will run butter smooth ;)
Keep up the great work!
drazac
03-29-2011, 06:36 PM
Thanks for posting the combat video!
I like the Victorian settings, the environments, the sounds, the physics, the atmosfear... however, I can't help but to feel that the skills used looked... emm uninteresting... since I haven't played the game myself, I can't judge about the effects of the skills... so that leaves the visual representation of the skill: that "force push" skill is barely visible put it seem enemys die immediately after being hit, the charge skill looks kinda bland, the orange aura is way too big for the effects it gives (more damage? and offensive ability?).
But that's just me =)
medierra
03-29-2011, 06:46 PM
Pretty sure it was knockdown, not knockback.
Yeah I guess technically if you consider knockback as knocking back enemies but leaving them on their feet, this would be a knockdown.
It is in fact physics based. So like with the battle shout the way it is now, it has knockdown but no damage, so enemies just get knocked flat. In skills with both knockdown and high damage, they go flying. So if you hit some guys with a grenado and they aren't killed, they'll go flying across the screen, land stunned for a while, then get back up and return to the fight.
Really, the best part about the physics is the funny and awesome shit that can happen. This video was the best combination of cool moments without the enemies misbehaving / my doing stupid things as a result of the pressure of trying to keep up constant action, look cool, and fight the control lag caused by the video capture. An example of me doing something stupid would be at 0:43 where I almost attack the bookcase but then veer off. I should have just smashed it but I didn't realize I had clicked on it before I clicked again in the other room. Other mishaps include accidentally bringing down the developer console with ~ instead of hitting 1 for shield hammer, dying because I couldn't see my health, attacking enemies that had already died a split second earlier, etc.
However, some of the reject videos did have some really awesome, unique moments. There was one where I criticalled the mutant and managed to send it flying into a hole in a house wall where it's head got stuck so the body ended up dangling down. In another I blitzed 3 zombies and managed to score a "field goal" by sending them flying up and over a house wall, through the destroyed roof. A couple times I hit a zombie right as it was vomiting causing it to fly back with a jet-trail of puke. It is also possible to "juggle" enemies by hitting them again while they're in the air and adding even more physics power to their flight, however, it is very hard to do - although very funny when it happens.
I've seen some people, mostly on facebook, complaining about the exaggerated physics. While I think some aspects of the physics behavior could use some tweaking, I find the exaggeration creates all kind of unique and often awesome / hilarious gameplay moments. Though they may not be 100% realistic (although some pretty bizarre stuff can happen in real-life) I find that they really add to the fun of the game for me. Earlier on in my gaming career, I was always critical of such things in other games but I always laughed and got enjoyment out of it. Eventually, I realized as a designer that, though I might be critical of the absurdity, those moments were really memorable and were increasing my enjoyment of the game. When I think about this sort of phenomenon, I always think of Rainbow 6 Vegas where the enemies had a huge range of V/O callouts and they could sometimes combine into really funny combos like "I'm out of ammo!" followed by another enemy saying "F-you!" or the ultimate "I miss my kids!"... wtf? lol
I played that for a while with one of the other designers at ILE and we used to run into a building, shoot all the windows to aggro the enemies, and then sit in a room with 1 entrance and just mow them down in a giant, wriggling pile of writhing physics-busted corpses. There were moments were I laughed so hard I cried. Two Worlds was kind of the same for me.
So, we're trying to make a semi-serious game and we aren't going out of our way to add in any sort of lame, goofy humor but we also want to make the game as ridiculously fun as possible. To that end, if something is making the game more fun, we really don't want to remove it. I'm happy to have people scoff a bit at some of the physics if they end up having more fun while they're doing it. I dunno, I think people will be pretty pleased when they get to play it. With TQ I was motivated to play for the character progression and loot. The combat often felt really slow and boring though, so it was sometimes a grind to push on to the next level. With Grim Dawn, we have the great character progression and loot but it is also really hard to stop playing. Even after dozens and dozens of repetitive run-throughs doing the exact same thing trying to get a good take for the video, sometimes after I decided a run-through didn't cut it, I'd turn off video capture and still keep playing for a while because I just didn't want to stop. The combat may look over the top at times but, I assure you, it is really, really fun. :D
Thander
03-29-2011, 06:57 PM
Favorite part of the video: 1:25, where you've semi-stunned the gazer and it just turns its eye the moment before you waste it. SO funny!:D
Next: Some attempted constructive critzism:
I agree about turning down aura visuals a bit, about the little excessive and little bit too chunky gibbing - although it does feel good. most have been said about this video, soo...
1st cent: I really like the delay of some of the larger skills, like the grenade and the 'cleave'. it gives a nice change of pace and great feeling of utilizing powerskills vs speedskills. The more varied anything can get, the better, and this seems to be a rather simple way - resourcewise for you (?), if I'm not mistaken.
2nd cent: At 0:54 the poison zombie goes flying, if possible could you add an 'uppercut' animation to the club weapons, would fit the effect/result perfectly ;) You've already implemented overhand strike, lateral fore- and backhand nicely.
Crate on Big-time! Great work
Darkenmal
03-29-2011, 07:04 PM
Hey Medierra, (or any Crate employee)
Any chance on an ETA of the Alpha?
Just so I know when to put in my $48.00
:)
yerkyerk
03-29-2011, 07:08 PM
Crate work
Fixed it for ya!
Hitting enemies mid-air, lol :)
First smash them in the air, than follow up with a mighty smash skill.. can't wait.
Glad to read you guys aren't sacrificing fun for realism, but I already had that hunch. It's also good to know you're still enjoying the playthroughs, heh.
medierra
03-29-2011, 07:10 PM
Hey Medierra, (or any Crate employee)
Any chance on an ETA of the Alpha?
Just so I know when to put in my $48.00
:)
A question on many people's minds... including our own! :p As you can see in the video, the core gameplay is quite far along but we still have a lot of content to build.
I updated the FAQ today to help answer this, at least in as far as we can provide an answer.
http://www.grimdawn.com/about_faq.php#q12
Dejnov
03-29-2011, 07:13 PM
From what I've seen today, I think you've really nailed the ability to have fluid combat flow while keeping things dynamic and changing. I really really like the fast pace, the constant mobs, and the ability to keep moving from combat scene to combat scene (all without worrying about potions)!
I'm also very pleased with the mob mixes I saw. You've really expanded the drop and spawn potential past TQIT. GD is definitely looking like a first-class fast-paced ARPG that might actually get away with health pots.
One question: Does the same mechanic work for mana or will we be worrying about mana pots?
Dejnov.
Darkenmal
03-29-2011, 07:25 PM
A question on many people's minds... including our own! :p As you can see in the video, the core gameplay is quite far along but we still have a lot of content to build.
I updated the FAQ today to help answer this, at least in as far as we can provide an answer.
http://www.grimdawn.com/about_faq.php#q12
Have you guys been taking lessons from Blizzard?
We think it will come out in 2011, no wait it won't, wait yes.. possibly.
*slams head on desk*
OneEyeRed
03-29-2011, 07:47 PM
At this point I just want to know when alpha begins :D
medierra
03-29-2011, 08:00 PM
One question: Does the same mechanic work for mana or will we be worrying about mana pots?
Dejnov.
For the most part, no... although it depends on your build. Energy doesn't fast-regen when not in combat like health but the base regen rate is much faster than TQ and putting points into spirit has a much greater energy-regen payoff than INT did in TQ. Also, putting points into spirit raises your energy pool at the same time. There is also the expected range of energy regen enhancing items to further bolster it if you either have a super energy-intensive caster or prefer to use equipment to boost regen over putting points into spirit.
Have you guys been taking lessons from Blizzard?
We think it will come out in 2011, no wait it won't, wait yes.. possibly.
*slams head on desk*
yes :p
ASYLUM101
03-29-2011, 08:15 PM
Just so I know when to put in my $48.00
Why does it matter? If you put in now or later, it's still 48$. Might as well do it now to get it over with, don't pretend like you DON'T want it.
Shinrou
03-29-2011, 08:15 PM
How could have I missed it... To be honest, that attack at 0:34 is pretty ridiculous, in kind of a funny way. :D
It's like a shockwave is coming from the player's abs (or crotch) instantly to one-hit the enemy. It would look way cooler if the character actually performed some sort of sweeping strike that sends that wave flying instead of it instantly coming from... your body.
Ahh, now I can't get it off my head. :p
shawnmck
03-29-2011, 09:07 PM
OMG, I think I wet myself. :p
The video looks AWESOME!
But if I could nit-pick one thing, it would be that the gibs seem to be a little over the top. I personally don't mind gibs, and actually like it, but it seems a bit over-kill at times. I think the main reason for thinking this is because all the gib peaces look the same. it would be nice if there were some identifiable pieces in there, such as a hand or a foot with the bone sticking out, maybe some guts....something. As it is, it just looks like a bunch of indiscriminate & unidentifiable pieces that look all the same. I could understand it from the blob looking enemies, but not zombies and the like.
Making some of the gib peices look recognizable would add more immersion & look really cool.
Just saying.
^ But that's just my humble opinion anyway.
Still looks incredibly fun.
:D
medierra
03-29-2011, 09:17 PM
Those are actually still the "test-gibs" we made just to prototype the new feature. I guess we sort of forgot about that. Will have to make some new pieces.
Betrayer
03-29-2011, 09:29 PM
I think just having smaller bits would be more appealing. Like have a huge blood splatter and little pieces of flesh flying everywhere (not necessarily more, since more physics is bad mkay).
More like you disintegrated the monster than like you slap-chopped it.
juanpablo87
03-29-2011, 09:55 PM
Now the news is on RPGWatch ;)
Awesome video!!!
Wow de video looks absolute stunning. A colleague thought it was Diablo 3, good job.
dinofreak
03-29-2011, 10:24 PM
Looking good. Keep up the awesome job.
Kardiophylax
03-29-2011, 10:31 PM
Was glad to see this before work this morning, and now I am home and got watch it a couple more times. Overall, great work and the response I've seen here and on Youtube has been overwhelmingly positive.
I noticed a blueish zombie with what looked like slightly modified/improved armor. He died pretty quick, but I enjoyed seeing some color variation there.
A few nitpicks. It noticed that the eyeball enemies didn't seem to have any animation when they got hit. Instead, there was a sound effect and a flash effect. Ideally I'd like to see it react in some way, similar to how the zombies seem to bend back a bit when struck. This may still be in the works, this is pre-alpha and all.
Like many others, I like the gibs but it is perhaps a bit too much, or at least, a bit too much of the same large pieces. I actually enjoy having a decent amount of bodies on the ground, and it seems like a few too many of them end up blowing up when struck. I actually enjoy watching the bodies flop around due to the physics :).
I can't think of much else. I enjoyed the ambiance and all that seems to be missing now is the boss battles and the loot. Hopefully the game will be a tad tougher then shown in the video as well, heh. Still my most anticipated ARPG title. Keep it up guys!
Void(null)
03-29-2011, 10:32 PM
Wow de video looks absolute stunning. A colleague thought it was Diablo 3, good job.
Did you slap him?
:D
Josho
03-29-2011, 10:42 PM
A lot has been said already. I have to agree with the comment on the gibs. Is it possible perhaps for them to only activate when a larger enemy goes down? Otherwise, please, make them smaller. They look about as big as a character's head right now.
heron
03-29-2011, 10:44 PM
http://img38.imageshack.us/img38/8027/60110664.jpg
What is that yellow arrow over the zombie's head? Is that a stun made by the blitz skill?
http://img683.imageshack.us/img683/5153/gd2v.jpg
Zombie spawning from the ground, cool!
yerkyerk
03-29-2011, 10:48 PM
Well, it's somewhere in the thread..
The NPC guard got within range of the player's "field command" aura. The icon is supposed to be chevrons denoting military rank.
Thanks for such a nice video! It defines a very good style and damn... I like it!
I've posted a News on giga.de which should be up by today. I think that this is the least I can do.
Kardiophylax
03-29-2011, 11:48 PM
To add to what I already said, just watched a few Diablo 3 videos, I was a bit behind on them, and immediately went back to watching the Grim Dawn video. They have the publicity, but you guys certainly have the style and atmosphere (amongst other things). I think GD is going to appeal to a lot of fans because it feels closer to the look of D2 then D3 does.
juanpablo87
03-30-2011, 12:49 AM
@med: put it on gametrailers.com...;)
Did you slap him?
:D
Ofc, told him this game is way better :p
Void(null)
03-30-2011, 02:06 AM
Ofc, told him this game is way better :p
Good man. ;)
space-time mogul
03-30-2011, 02:37 AM
Wow, okay, page 12 already.
So, great video, thanks!
To start with criticism:
There seems to be something awkward with some of the movements of the monsters, and in general some animations could use a little touch IMHO.
For example the ragdoll fx when monsters go flying around sometimes look a little rough, and I´m not a great fan of those "explode the monster into pieces that go flying for meters"-effects; in my opinion the size of the chunks and the diameter of the explosion could be toned down a bit.
Regarding the setting - what has caught my attention was the roads. Yeah, I know, strange detail to catch the attention.
Thing is, that seems to have been a village with quite some infrastructure; I thus would either expect simple unpaved roads or neatly paved roads but not a mix of the two with pavement that would rather hinder than help you.
I know it´s a minor detail, but it´s one that affects my immersion, so I wanted to mention it.
Now for praise:
I LOVE the way that you can enter houses, with their interior that reminds you of people that previously have lived here.
That detail really gives me the feeling that you´re playing in a deserted world!
I do like the action too, and the scenery in general makes for a good atmosphere.
My overall impression is pretty great - sure there are some imperfections, but I wouldn´t expect it to be a PRE ALPHA version.
It could as well be a beta version, or even an on-shelf game, at least for some companies...
Now I´m really pissed that I can´t already PLAY this game! :furious:
;)
Code187
03-30-2011, 03:57 AM
ahhhhh must wait until 14 april to see it !!!!!!!!!:furious:
2 weeks why dont i just kill my self"#¤%"#¤%&!#¤%!# hate my work internet!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
rustychops
03-30-2011, 07:29 AM
Why no multiplay!
Mind Dragon
03-30-2011, 08:01 AM
Looking good. Looking great.
Smashing stuff up, smacking zombies down.
I like seeing the ragdoll but the blood effects tended to obscure that quite a bit. I couldnt see part of the action.
Someone mentioned they wanted to hear footsteps. I hate 90% of game footsteps. The footsteps you hear are your footsteps most of all of the time. They are too loud as your body normally tends to filter them out -- but this doesnt happen when they are played on speakers. They are typically monotonous, everpresent and obscure other sounds. I want to hear enemy sounds, steps, armor clanks, vocs, breathing -- not my own. I think player sounds often make the game less immersive, rather than more. If they are present, they should be soft and varied.
Opal Monkey
03-30-2011, 08:16 AM
Someone mentioned they wanted to hear footsteps. I hate 90% of game footsteps. The footsteps you hear are your footsteps most of all of the time. They are too loud as your body normally tends to filter them out -- but this doesnt happen when they are played on speakers. They are typically monotonous, everpresent and obscure other sounds. I want to hear enemy sounds, steps, armor clanks, vocs, breathing -- not my own. I think player sounds often make the game less immersive, rather than more. If they are present, they should be soft and varied.
If memory serves, you could hear footsteps in Titan Quest but I only remember hearing them when running through open areas with no monsters within attack range. I always thought it went nicely with the way the brush moved when you ran through it. I think they were quite soft though, and I hope they are similar in Grim Dawn.
lostprophet
03-30-2011, 08:32 AM
One thing I DON'T like in this gameplay (and I didn't like it in TQ as well):
I want to feel the impact when smashing eg. zombies. Look at the combat gameplay. They fall with a weird combo of slowmo gravitation. It really bugs my eye. Please make the monsters more "weighty", because this (you smash 'em, it jumps up 2 feet, then slowmo gravitation to the ground) is a bit laughable.
Yep, I know it's pre-alpha, but hopefully the guys at Crate won't do the same, as it was in TQ.
Been watching the video clip a few more times. Really enjoying seeing the Zombies come up out of the ground. :)
One effect I don't like is the Knockdown. The spell doesn't appear to have enough ommph about it. I'd like to see the mobs stumble back a step or two as they get knocked down, as if some kind of small force is doing it. I'm not getting this confused with "Knockback" either. Knockback would have a considerably larger effect imo like say a metre or so. (of the mob being pushed backwards)
At the moment, it's more like they are being put to sleep instantly, then waking up. One minute they are standing, then they are near instantly lying on the ground. Would be cool if there was a slight stumble backwards in there some where.
Brings me to the effect of hitting a mob. Now I think this is probably too hard, but, apart from gibbing, the mobs don't look as if they are worried about being hit with a melee weapon. It's kind of like you're hitting a brick wall with a piece of wood. Nothing moves. I'd rather see that brick wall made of jelly! A bit of a wiggle or shudder when the weapon hits them so it's visually appealing. The sound of the weapon hitting the mob is there but there's just no feedback from the mob being hit from what I can see.
Anyway, just my observations.
Cheers
Renevent
03-30-2011, 01:12 PM
Now in PC Gamer:
http://www.pcgamer.com/2011/03/29/grim-dawn-an-action-rpg-from-the-creators-of-titans-quest/
Majority of the comments seem positive too.
Hecki I
03-30-2011, 02:59 PM
Nice job until here Crate Crew. Video looks great. Can't wait to play it by myself. Please, you all have to sleep in your office for the whole next time to finish the game earlier !! ;)
On what machine are you playing this scenario ? Graphic Card ? RAM, Motherboard etc.....
Will you release only one version or another "European Version" without blood, cuted and censored ? They are often Games e.g. in Steam which are an european version and makes some great games very boring. Do you think to have later some language packs or only an english version ?
During the video i did not see a rotating Cam ? Is it avaliable ? Can you zoom in and out ?
Sorry if i asked questions you may allready answered before.
greetings
shawnmck
03-30-2011, 03:18 PM
Another thing I forgot to mention about when a monster or enemy gibs is that I really LIKE the way some of the enemy still remains. Like for example his torso may still be intact but its legs will disappear. I just think that is really cool.
The blood & gore is also a nice feature, and am very glad that you implemented it. If only someone would come up with a mod to incorporate it in TQ, that would be awesome as well.
The rag-doll physics are very nice, but they were in TQ as well.
All the animation looks fine to me, especially that of the playable character.
It really is awesome sauce.
:D
Thander
03-30-2011, 03:22 PM
continued...
3rd cent: Perhaps you could solve the body count with the following to sliders:
1 slider for max number of bodies on ground
1 slider for max time for each body on ground.
Then set together in a 'AND' function, so that the first condition met will execute. Secondly, as far as I know, this should be rather easily implemented. To simplify,each slider could be between 3-5 values?
jamesL
03-30-2011, 06:17 PM
... Look at the combat gameplay. They fall with a weird combo of slowmo gravitation. ... Please make the monsters more "weighty", because this (you smash 'em, it jumps up 2 feet, then slowmo gravitation to the ground) is a bit laughable.
I think it gives it a hollywood action movie effect
you know almost every action does it, bullets start flying, everything goes into slo mo
I like it in the game, I can actually see the bodies flying through the air
lostprophet
03-30-2011, 06:35 PM
I think it gives it a hollywood action movie effect
you know almost every action does it, bullets start flying, everything goes into slo mo
I like it in the game, I can actually see the bodies flying through the air
Well, it looks like the enemies don't have any weight. Like they're made out of something soft.
heron
03-30-2011, 06:35 PM
I think it gives it a hollywood action movie effect
you know almost every action does it, bullets start flying, everything goes into slo mo
I like it in the game, I can actually see the bodies flying through the air
It's called the michealbayFX :D
LeStryfe79
03-30-2011, 06:38 PM
Thanks. You guys rock!
Renevent
03-30-2011, 07:11 PM
continued...
3rd cent: Perhaps you could solve the body count with the following to sliders:
1 slider for max number of bodies on ground
1 slider for max time for each body on ground.
Then set together in a 'AND' function, so that the first condition met will execute. Secondly, as far as I know, this should be rather easily implemented. To simplify,each slider could be between 3-5 values?
Something like this?
http://i51.tinypic.com/21o22aa.png
:p
I'm sorry...I am SO bored today lol.
eisprinzessin
03-30-2011, 07:11 PM
Like how the plants move when hit by a shock wave or corses rag-doll through them ... maybe nothing new (ie already in TQ?), but I enjoy it anyway. I might hardly notice this, when it's my turn to stay alive on Cairn.
However, some of the reject videos did have some really awesome, unique moments. There was one where I criticalled the mutant and managed to send it flying into a hole in a house wall where it's head got stuck so the body ended up dangling down. In another I blitzed 3 zombies and managed to score a "field goal" by sending them flying up and over a house wall, through the destroyed roof. A couple times I hit a zombie right as it was vomiting causing it to fly back with a jet-trail of puke. It is also possible to "juggle" enemies by hitting them again while they're in the air and adding even more physics power to their flight, however, it is very hard to do - although very funny when it happens.
So ... compile a best-of-reject, please.
Harlequin
03-30-2011, 07:14 PM
Something like this?
http://i51.tinypic.com/21o22aa.png
:p
I'm sorry...I am SO bored today lol.
needs more turtles and rainbows!
aside from that: lol it's all in!
Renevent
03-30-2011, 07:16 PM
How in the world could I have forgotten about turtles?
/shame
ASYLUM101
03-30-2011, 07:28 PM
No pants, check!
Show partial capes, CHECK! (wtf?)
Softcore+Hardcore = !!?!??!
medierra
03-30-2011, 07:39 PM
WHY ARE DISPLAY SETTINGS IN GAMEPLAY?! AAahrhrhghg! Dev's are so stupid!
I'm NOT buying this game unless fix that! AArrhh... you just totally ruined this game for me!
Also it is stupid that you can remove shoes but not socks? Were devs too lazy to include this option?! :furious: :furious: :furious: :furious: :furious: :furious:
Renevent
03-30-2011, 07:45 PM
My dreams of becoming a game designer have been dashed once again :cry:
My dreams of becoming a game designer have been dashed once again :cry:
I don't know, that almost looks like something a designer would come up with.
A slider for FOV! man, this games has everything :D
Shinrou
03-30-2011, 07:52 PM
Ah, it's the comeback of the inevitable sliders again! I totally demand some sort of slider easter egg in the game!
Anyway, those menus just set up the minimum requirements you need to accomplish before you can even consider getting the game out.
medierra
03-30-2011, 08:04 PM
That options page seems too cluttered and difficult to read with so many sliders. It would really be helpful if there was a slider to adjust how many sliders were displayed on each options page and maybe a slider to adjust the spacing between them!
Shinrou
03-30-2011, 08:24 PM
That options page seems too cluttered and difficult to read with so many sliders. It would really be helpful if there was a slider to adjust how many sliders were displayed on each options page and maybe a slider to adjust the spacing between them!
Wow, you nailed it!
I guess you should create a section in the forums for "slider-talk". :p
I demand each slider to be of a different color...And one of them to even be transparent! :mad:
Otherwise I have just looked at the video (once more) and just realized something: I might be wrong, but I was under the impression that the sound of basic attack (or "basic club bashing" ^^) was always the same. Could become a little repetitive after a while, are you guys planing on adding more different sounds?
MadWasp
03-30-2011, 08:49 PM
Dear Crate Thx 4 your insane hard work!
The first pre-alpha video is cool. I have some friendly :) notices about it.
-Heeya Medierra You did a great fire/flame fx. I like your new fire hope these kind of effects on weapons too! You heard my call about bright burn things some month ago. You 've done a great work around generation next fire. EXTRA HOT feelin' as air moves around it.
-I hope orange glow aura will be corrected(fae too big...).
-test gibz -> real zombie gibz :)
-Last slayed 30-50 corpsez should stay on floor...or time boost for 10 minutes. (scaleable gameplay option for persisting corpses everybody pick his/her favourite amount/pc config capacity amount)
(Best solution is TQ forever stay pile of cadavers -i'm big fan of TQ solution in 2006)That did'nt cause lagz I hope it will NOT in 2011 yet!!!!
"persisting corpses in blood pools and trails" are need. I like the feelin' of destruction :) it a must have.
-Destructible environment very satisfyin'.
Summa:
All in all super work guyZ. Indie power !
Keep up the great work !!!!
P.S.: The muzax iZ über Brutal. You got it.
We celebrate a real diablo killer :)))))) When a mouse kill a mammuth :)
Ok..
There needs to be a "Slider" monster that when (chance on) hit, changes it's attacks and immunities randomly! This would be epic!
IMO, it should be named turtle mobs.. "Rafael", "Dontello", "Lenardo" and Mickleangelo". (names spelled incorrectly on purpose to avoid copyright and forthelulz)
Plllleeeaassseeeee???? /patheticsadface
tnoyce
03-30-2011, 11:20 PM
Nice looking combat footage. Nice to see the game really starting to take shape.
talonstart
03-31-2011, 12:48 AM
:O~ whips lip. . can i bash them in the head next?!?.. o.0 is it me or dering the clip does it look like you warp a few jumps a head, I better go re-watch that. kinda made my eye twitch?
Flamby
03-31-2011, 06:16 AM
It's really pleasant to watch !
But can you tell me if some characters gonna have more attack speed ?
Physics on the doors and items looks fantastic for an Hack'n'Slash !
Can't wait for it...
gdansk
03-31-2011, 06:24 AM
It's really pleasant to watch !
But can you tell me if some characters gonna have more attack speed ?
Physics on the doors and items looks fantastic for an Hack'n'Slash !
Can't wait for it...
They can always add attack and run speed, or so I'd imagine. Characters usually start out slow, but by endgame they were running faster than Usain Bolt (in TQ anyway).
Flamby
03-31-2011, 07:24 AM
Yes I know, but i'm talking about characters where the gameplay is especially focused on attack speed, like thieves or rangers.
medierra
03-31-2011, 09:19 AM
I do have an assassiny type class in the works that plays a lot faster than the soldier but is, as you'd expect, much more fragile
yerkyerk
03-31-2011, 09:46 AM
I wonder if the speedrun he takes at 0:08 (http://www.youtube.com/watch?v=PqGP4LT_cYo&t=0m8s) would look better if he slides rather than speedruns, as the increased runspeed does look a bit silly. Set one foot forward, brace himself and than slide-launch himself at the target..
Inferus
03-31-2011, 10:14 AM
I sent a tip to one of the bigger game-blogs in sweden who posted a short comment about this.
http://feber.se/spel/art/205719/inofficiell_uppfljare_till_tit/
Shinrou
03-31-2011, 11:37 AM
I wonder if the speedrun he takes at 0:08 (http://www.youtube.com/watch?v=PqGP4LT_cYo&t=0m8s) would look better if he slides rather than speedruns, as the increased runspeed does look a bit silly. Set one foot forward, brace himself and than slide-launch himself at the target..
This, totally.
Also would need LOS to the target, would look pretty strange if he would be sliding around the edge to the target.
But hell, sliding movement would have way much more feeling of momentum in it.
Mind Dragon
03-31-2011, 01:10 PM
I say go with the asus approach....but in this case, dockable slider controls.
This way, you can customize the options screen to fit what you think is important.
Small example...
ASYLUM101
03-31-2011, 01:13 PM
I wonder if the speedrun he takes at 0:08 (http://www.youtube.com/watch?v=PqGP4LT_cYo&t=0m8s) would look better if he slides rather than speedruns, as the increased runspeed does look a bit silly. Set one foot forward, brace himself and than slide-launch himself at the target..
SUB ZERO.
FIGHT!
http://www.youtube.com/watch?v=tmqyobMGJfQ&feature=related
@14 seconds. That would be kinda cool. Or even something like Johnny Cage's Shadowkick..
Void(null)
03-31-2011, 04:55 PM
That's a pretty good idea...you could even have these dockable sliders IN GAME and part of the UI that way we can adjust the gameplay on the fly.
I am a really strong proponent of the "Less is more" approach when it comes to the UI. The less I see on the screen that isn't my character being awesome the better.
My favorite mod for Oblivion and Fallout New Vegas was a mod that would hide all of the UI elements and only display them when they were needed. So health is hidden until you take damage. Cross-hairs are only shown when you draw a weapon etc.
I would rather no UI at all than too much useless junk on screen.
I have a huge monitor because I want to enjoy the visuals of the game, not to take up yet more screen real estate with junk I don't need 90% of the time.
Can we perhaps get a toggle for the UI sliders so we can slide while we slide? I really do feel we are neglecting toggles to focus on Grim Slider.
valaki
03-31-2011, 07:46 PM
Just a quick question : will any kind of 2h weapon be avaiable?
yerkyerk
03-31-2011, 07:50 PM
Just a quick question : will any kind of 2h weapon be avaiable?
You can find the answer by using the search feature. This one's on the house though;
I initially had planned to get 2h weapons into Grim Dawn. However, as much as I wanted this to happen, I was faced with the same problem that I encountered early on with TQ. At Iron Lore we only had one animator and he couldn't budget the time to do both dual wield and 2h. I had to choose and, at the time, decided dual wield was a little cooler. If all things were equal, I'd go with 2h this time just to be different but on GD we are restricted both in terms of animation and item art. In this situation dual wield makes more sense since we don't have to create any additional items for it.
The good news though, is that this is something we can easily add in with a future expansion. My current thinking is that we'd add in 2h weapons and a 2h skill class with first or second expansion.
nzone
03-31-2011, 08:05 PM
Great video!!! Looks familiar to "Defense" skills. Can't wait for this to come out.
Okay, I just came out from the cave...what is '2h weapon'?
Llama8
03-31-2011, 08:14 PM
Two-handed weapons (usually implies melee weapons, since bows/X-bows are two-handed).
nighteyes
03-31-2011, 11:10 PM
Hey I just noticed, we're down to just one PRE, does this mean that we have almost reached an alpha stage :p.
yerkyerk
03-31-2011, 11:18 PM
I think they just got tired of writing down "pre pre pre and I might have forgotten a pre alpha" everytime :)
OneEyeRed
04-01-2011, 12:33 AM
I think they just got tired of writing down "pre pre pre and I might have forgotten a pre alpha" everytime :)
Yea the wait is getting tough especially after this video. Hopefully alpha will start soon.
gdansk
04-01-2011, 12:39 AM
Yea the wait is getting tough especially after this video. Hopefully alpha will start soon.
I'd prefer for them to do some more work first. I have a really bad feeling about how people are going to complain endlessly as soon as they get their hands on alpha. Good news, is that they already bought it! (I'm not saying Grim Dawn will be bad, just don't expect the alpha to be Grim Dawn)
Mind Dragon
04-01-2011, 01:59 AM
I am a really strong proponent of the "Less is more" approach when it comes to the UI. The less I see on the screen that isn't my character being awesome the better.
It was suppose to be a joke of sorts. I like low complexity UI as well.
Even as such design (bag of dockable controls) can look nice, it is overwrought and so much time and effort is put into it that probably other functionality suffers and there is probably a cost in perfomance. Also there is a certain amount of visual complexity that can be tiresome.
Other than a few things like gamma and volume, an INI file is fine.
Seronx
04-01-2011, 04:05 AM
http://img196.imageshack.us/img196/4378/wherew.jpg
http://img853.imageshack.us/img853/3656/where2.jpg
http://img62.imageshack.us/img62/9048/where3.jpg
3 ghouls/zombies go AWOL
1 ghoul/zombie gets lost while path finding
preprepreprealpha FTW
Intelligent Ghouls! well some are intelligent
Whoever made the smart zombies kudos!
I'm being sarcastic and serious at the sametime, lol
Not sure if it was posted before but 17 pages are way above me right now
medierra
04-01-2011, 05:04 AM
Zombies are pursuing NPC guards that you may have noticed earlier in the video...
Seronx
04-01-2011, 05:22 AM
Zombies are pursuing NPC guards that you may have noticed earlier in the video...
Youtubes prank for april fools is pretty good looking on grim dawn
I see them but why place them there?
Why not behind the bridge and not in front of the bridge
Scryer
04-01-2011, 05:38 AM
Once again Medierra, you guys did great work on the color of those effects, I really can't wait to see the alpha version of all these skills!
Will there be ground-crumbling / breaking skills, of course supplemented by some color fx?
Opal Monkey
04-01-2011, 06:28 AM
30 seconds - said blue zombie with armor gibs and drops an enormous, wicked looking sword.
Was just watching the video again, wishing I had a game such as this right now (why must I get bored with all my current games⸮), and I noticed:
a) That "wicked looking sword" really is a wicked looking sword! :D
b) When the sword hits the ground it makes a wonderful sounding clunk!
The first half-dozen times I watched the video I didn't even notice the sword, but now I don't know how i missed it? Come to think of it, I guess I wasn't really watching for loot when I first watched it, too overwhelmed with all the amazing... everything!
The mention of NPC allies at the beginning of the video got me wondering. Any chance there will be any really large battles where you are fighting with NPC allies? There were a few something like that in TQ, and I really enjoyed them, even if they were a little short. Maybe some where you have to hold out against a siege?
medierra
04-01-2011, 06:32 AM
The mention of NPC allies at the beginning of the video got me wondering. Any chance there will be any really large battles where you are fighting with NPC allies? There were a few something like that in TQ, and I really enjoyed them, even if they were a little short. Maybe some where you have to hold out against a siege?
Would love to do stuff like that - it is all a matter of time though. We actually developed a very fun battle-mode for a TQ2 prototype at Iron Lore. I'd like to get something like that into Grim Dawn at some point either as part of the campaign or as a separate game-mode. Basically it had you fighting along streams of NPC soldiers attempting to capture strategic locations that helped your side gain strength and make progress across the battlefield. It even included siege weapons that you could take control of and turn on the enemy army.
Opal Monkey
04-01-2011, 06:44 AM
That sounds like it would be a really nice option to break up the gameplay sometimes. Even if something like that had to wait until a DLC pack. I'm just happy to hear it's being considered.
By the way, that was a quick response! 4 minutes, nicely done :D
doublebuck
04-01-2011, 09:32 AM
Awesome video, can't add much to what has been said already. One thing I noticed though, at 0:42, the character uses the shockwave or whatever skill and a barrel outside the building explodes. In other words, a destructible object gets destroyed by an effect regardless of the non-destructible wall between the character and the object.
Now I'm curious, is this intentional? Will we be able to destroy objects and kill or harm enemies "through" walls with certain skills? Could actually be cool for tactics, and not even totally unrealistic. E.g. the wave at 0:42 seems to propagate in/on the ground, and some spirit effect could easily slip through walls etc.
jamesL
04-01-2011, 10:49 AM
..One thing I noticed though, at 0:42, the character uses the shockwave or whatever skill and a barrel outside the building explodes. ...
good eye
maybe its because that particular barrel is at an open spot on the wall ?
there is a barrel next to it that is below a window and that barrel does not get destroyed, but the barrel that does get destroyed looks to me as if it is at an open space in the wall
Still waiting for my lightning strike to hit player and/or mobs Med.. ;)
loudermp
04-01-2011, 06:21 PM
Looks good, I can't wait to get my hands on it, but I guess I will have too, lol, but I would rather wait then get a game that is not good.
medierra
04-01-2011, 07:38 PM
Awesome video, can't add much to what has been said already. One thing I noticed though, at 0:42, the character uses the shockwave or whatever skill and a barrel outside the building explodes. In other words, a destructible object gets destroyed by an effect regardless of the non-destructible wall between the character and the object.
Now I'm curious, is this intentional? Will we be able to destroy objects and kill or harm enemies "through" walls with certain skills? Could actually be cool for tactics, and not even totally unrealistic. E.g. the wave at 0:42 seems to propagate in/on the ground, and some spirit effect could easily slip through walls etc.
Yeah, I noticed the barrel exploding as well. I would say it isn't really intentional but also isn't something we've thought was necessary to "fix". On one hand, if some force or explosion occurred very close to a wall, it is possible something more fragile, on the other side, could be damaged by the shock even if the wall itself remained intact. On the other hand, it also isn't detrimental to gameplay in any significant way, so if we decided to fix it, it would be rather low on the priority list.
It is happening because we have these rather complex level structures now with the houses built out of many pieces and having thin walls. It exposes the lack of precision in our hit-detection method where you can sometimes hit things that are very close to the wall. I wouldn't say our hit-detection is any worse than any other ARPG but, in general, an ARPG doesn't need hit-detection as precise as, say, a FPS. The more precise we try to make these interactions, the more of an impact it has on performance, so we only make them as precise as they generally need to be for the game to be fun and not overly exploitable. In a highly competitive FPS, if someone was able to kill you when they shouldn't be able to, I think most people would be bullshit. In an ARPG if you explode a barrel or kill an enemy through a wall... well, not only to the barrel and enemy not care but they're just one out of the billion enemies and barrels you'll need to explode over the course of leveling up your character and collecting loot.
I also think there are always going to be little things that this that maybe aren't perfect but which you don't really notice while playing. I think oddities like this just stand out a lot more when you're watching a video.
tnoyce
04-01-2011, 10:57 PM
I would agree with the previous comments. I have no real problem with this behavior in this type of game. I've certainly seen similar issues with other games in a similar vein. Not a 'deal breaker' as far as I'm concerned.
I'll throw in my congratulations along with the rest of the gang. The video is a very solid start towards the alpha release. The rest of the community has basically mentioned those things that I felt were a bit off, and than some. I didn't even notice the sword until ya'll kept bringing it up. Even then when I was looking for it I didn't see, but I did hear it. It's amazing how much information we pick up and assimilate in games just through hearing.
Of course, having said all that, I would be remiss if I didn't give my thankfully meager list of observations. Please Note: I am acutely aware this is a PRE-alpha video. That does not mean my observations are to be misconstrued as anything other than helpful suggestions designed to help make the best game humanly possible. So without further ado..:
- at 0:34 and 1:22, the solider uses a single target attacking skill. I swear to god it looks like an Austin Powers Mojo Hip Thrust(patent pending :P) What that skill is supposed to be, I have no idea. But the animation that produces it is at best lackluster for something that stuns and does damage the way it does. The soldier is probably putting more rage or energy behind the skill than the animation depicts, which is making it feel out of place for me.
- the "blitz" skill at the opening has a poor finish. Meaning the animation of the soldier seems inconsistent with the force of a 3 meter run up and shield smash. I specifically am referring to the damage animation of the soldier when he slams his shield into the zombie. The animation should look like he put some real power behind the strike, where he's leaning into the strike. Also, the sound effect of the shield smashing into the zombies face could be more resounding, more satisfying than the present sound effect.
- Regarding the blitz attack, I think the turbo run works fine, but if ya'll decide on a sliding run that too would work, I think. Provided the sliding part is near the end where the shield slams into the enemy. Else it would be more silly than cool, in my opinion.
- At 0:22 the soldier unleashes a "yell" that kills all the weaker zombies. The only problem I had with this was that for something this cool and semi powerful, the animation and the sound effect were lackluster. The yell was more of a grunt, something I would expect of activating a sustainable ability, and the animation was barely noticeable. The animation was either completed too quickly or the movements need to be exaggerated a bit more to make their movements more obvious. When playing, I want to feel and see and hear the special moves. It was this attention to detail in TQ that got me hooked instantly. That and the wavy grass (swoon:P)
- at 1:01 the big green gazer seems to teleport over the smaller white gazer in his attempt to escape. It is a strange effect that catches my eye every time. Not sure if that is a graphical glitch or its because of the demo recording. But I thought it might be worth mentioning. Also, the gazers need a bit more animation to make them feel more alive.
Again, please take my observations as suggestions rather than hateful nitpicking. I only wish the best for Crate, this game, and this community.
Zgore
04-02-2011, 01:58 PM
Nice looking good! Makes me wanna play so thats always a good thing. Thanks guys!!
Warboss
04-02-2011, 04:48 PM
Awesome. Nothing more one can say, to be honest.
I really liked how even regular, non-fatal strikes made the zombies recoil. It really gives your attacks weight and makes it seem like you are actually doing some damage.
yerkyerk
04-02-2011, 04:59 PM
- At 0:22 the soldier unleashes a "yell" that kills all the weaker zombies. The only problem I had with this was that for something this cool and semi powerful, the animation and the sound effect were lackluster. The yell was more of a grunt, something I would expect of activating a sustainable ability, and the animation was barely noticeable. The animation was either completed too quickly or the movements need to be exaggerated a bit more to make their movements more obvious. When playing, I want to feel and see and hear the special moves. It was this attention to detail in TQ that got me hooked instantly. That and the wavy grass (swoon:P)
I agree with most your observation, however, notice that the yell does not kill the weaker zombies. It knocks them all on the ground (you see them standing up later on). I missed this too at first. Regardless, I agree that the area knockback skill is a bit lackluster on the visual department.
willsmith
04-02-2011, 10:31 PM
Love the knockback but would be nice to see the creatures fly a bit quicker. They have too much float in my opinion.
Personal opinion 1: Medierra, try to use some video playing software that could play this combat video at 0.5X and 2.0X speed. I have tried that and in 0.5X, all physics motion (not looking at the game speed, just look at the speed when things such as gibs float in air or in motion)take longer time to stop and it is as cool as slow motion FPS like Max Payne. However, physics motion in 2.0X feels like each hit has more "Ohm" or GREAT momentum because object flies in a much faster motion. I myself loves slow motion very much in games but since this is an ACTION rpg, maybe the greater momentum and faster physics motion can bring out the player's feeling of actually in ACTION. You might understand better what I am trying to express if you replay the video in 0.5x and 2.0x speed and observe the speed of physics motion. Maybe you would like to try to find a balance between faster or slower physics effect motion or give greater momentum to certain skills which are supposed to have greater ohm than others.
Personal opinion 2: Regarding the shield charge (aka blitz), i found 2 video from Youtube that shows quite cool animation of shield charge. Just think of it as reference to make blitz COOLER.
Link 1 : http://www.youtube.com/watch?v=Z5IarKhl05M
Link 2 : http://www.youtube.com/watch?v=i9MBorN9wdo
I think physics motion in Link 1 is slightly faster than the current grim dawn combat video. As for Link 2 no need to play it to the end because shield charge only appears in between 0:04 to 0:06.
Personal opinion 3: I LOVE the knockdown effect...I think it brings new dimension to the game compare to some old tricks to disable enemies such as freeze, stun, sleep etc because this time THEY ARE LYING ON THE GROUND! haha! Btw I thought I saw some CORPSE EXPLOSION in the video? Also enemies on the ground seems to still take damage and knockback from AOE skill, this makes it way cooler because: Imagine a uppercut that strike everyone into the air and into the minefield which explodes, sending them further or blowing them to bits. Maybe players can use this to make AOE knockback combo.
Personal opinion 4: Is there COMBOs now? Because judging from the hero's animation and sound at 1:19 I thought the hero use 3 skills in a row within at most 2 seconds time. Or is it one mega skill that hits 3 times?
One last question: Do the monsters block the hero now? I mean can the hero still slip away from a circle of attacker surrounding him?
Prosoro
04-02-2011, 11:54 PM
Hey Crate, just want to say thanks for all the effort your putting into this, It really shows and i've lost count how many times I watched it :D So so awesome, one of my favourite parts is when he runs up to the door and smashes his way through!
Everything I expected and more! Thanks again
Rainier Wolfcastle
04-03-2011, 11:47 PM
I saw the main page and immediately was excited. Then i watched the video. Now I need to change clothes and clean up a mess. THIS WAS F-ING AWESOME!!!! pure win. Also at about 36 seconds into the video it appears that he straight up sparta kicks a monster across the screen, is that what is happening? Its kinda hard to tell because of the fire aura on him. If that is the case please add in the sound byte from 300 where he yells "THIS IS SPARTA". jk but that would be hilarious. All in all amazing job but my one criticism is that the aura on that fighter should be toned down a bit.
Skellt
04-04-2011, 12:53 PM
i ought to say, for a pre alpha it is pretty amazing.
the only real "complaint" i have (while it is not a complaint as this is still pre-alpha and yadi yadi yada) is that the exploding flesh seems to much like raw meat, when you just made an explosion of blood by slashing a zombie down
Other than that, beautiful job.
Cheers and keep up the good work!
I agree with most your observation, however, notice that the yell does not kill the weaker zombies. It knocks them all on the ground (you see them standing up later on). I missed this too at first. Regardless, I agree that the area knockback skill is a bit lackluster on the visual department.
Wow, I didn't notice that at all, yerkyerk. Not until ya pointed it out. Now I get what everyone was talking about knockback vs knockdown. There's so much in the video, its hard to keep it all straight. Good call.
adventnova
04-04-2011, 11:56 PM
Ive got to say completely amazing. Agree that the physics seem a bit slow but thats only after reading other posts about it. Watched the video first and it was instant Jaw-Drop! AND ITS ONLY PRE-ALPHA! :rolleyes:
-Combat seem very fluid.
-Textures and area effects as well as the destructible entities was amazing.
-I really liked how the dead zombies faded to the background with their ragdolls before actually fade/disappearing from the game. It made it look like they became part of the environment right before fading out.
I honestly cant wait to get my hands anywhere on this game, alpha, beta, retail... im drooling all over it. Pre-Ordered the Legendary version right when i first heard about it... feels like a year since then. lol.
Kardiophylax
04-05-2011, 12:48 AM
Comments on youtube and likes/dislikes seem to indicate this video has been a hit. Grats Crate team!
chris01
04-05-2011, 08:16 AM
:( now I need some new pants
Draken
04-05-2011, 12:49 PM
Nice video. Just wanted to leave some feedback in the hope that it will be constructively useful.
Regarding the soundtrack, I am expecting this won't be used as a regular track for our play-through. What I mean by that is while it does a great job in showcasing your first combat video, it might become repetitive and lose its impact quickly if used to slay normal monsters. Boss fights with this music would totally rock though or maybe specific, timed quests.
As to the actual gameplay I felt some skills lacked intensity in both visual and sound effects. The 'rushing' skill at the beginning seemed weak compared to the normal attack. There was also the AOE-shouting one (sorry I don't know the names) which kind of reinforces the idea that more work needs to be put in that particular department.
I know this might not go down very well now...but Diablo 3 really conveys the power of the barbarian skills in an excellent manner and it could be useful to use these as some sort of reference.
Keep up the great work.:D
Definitely keeping an eye out for this one.
PS- Sorry if I repeated points that may have already been mentioned but I only read the first few pages of the thread. See you all around.
Shinrou
04-05-2011, 07:47 PM
I guess it's very OK to reply what is in your mind instead of looking what has been written and just keeping silent because the same things have been said earlier. It will let them know what are the things they definitely need to improve, if many people are criticizing the same things.
As for the music part, I don't think anyone has said that one before... I personally think it fits like a glove. Did you listen the track-samples Crate have posted as well? I personally think they are perfect music for backgrounds, it's "hard" to listen to them actively but they definitely has that atmospheric feel in them that is awesome for passive listening. I also guess they will be quite long ones so they won't get too repetitive soon enough, and there's "playlists" for different areas so you aren't hearing the same track all the time repeating.
As for the skills, yeah, some of them lack the feeling of power in comparison to some of them. I'd personally love to see that sliding rush, beefed up sound effect for AOE-knockdown and just something, anything done to the "pressure wave hips" -skill.
As I watch it once again, it still definitely looks awesome nonetheless. But criticism is powerful and useful thing, if told and received properly.
Draken
04-05-2011, 10:46 PM
Took your advice and listened to the other tracks (did not previously notice them).
Oh man, these are brilliant!
Loved them all, especially Devil's crossings and No Man's Land. They were sublime. I like them so much because like you have said, tracks that are good but are hard to listen to (that is, they are not distracting) really complements a game.
Still, I maintain my original point. The 'Keep Moving' track used for the combat video trailer has a rather high tempo and conveys a sense of urgency. I think using this music when I am 'one-shoting' everything in my path or wrecking havoc on whole mobs of monsters is less effective say when used while having to clear a zone in X amount of time; or when taking on a boss/miniboss.
That is just my opinion of course based on my appreciation of the music but I think it is vital to pick the right moments and places to use such brilliant music to their full effect.
Also a couple of other tracks had that 300 (the movie) soundtrack quality about them, which I found really cool but due to them having a higher tempo would be more 'relevant' for specific areas or tasks you have to do in-game.
I am expecting something similar ( i said similar not same!:p) to that to pop up among the soundtracks sooner or later since it would really fit in the Grim Dawn world I feel.
http://www.youtube.com/watch?v=l9uRc7t1gGM
Dexxxter25
04-05-2011, 10:57 PM
Haha wow I am impressed, The last time i watched the viedo online it had......279 views...i think....and now it has jumped...to 41000!!!! good god, that is impressive!
Ammiel Lo Debar
04-06-2011, 07:58 PM
Looks good, love the gore.
batmite
04-07-2011, 09:16 AM
This looks really good!! I can't wait!! :)
Derek
04-07-2011, 09:45 AM
The game is looking great so far, keep up the good work!
frogemoth
04-07-2011, 06:40 PM
I am really looking forward playing this game. It would be great if we could see the interface as well as the skill trees in a future video. Just to have an idea of what it would look like.
Involution
04-07-2011, 09:15 PM
I am dying to see this game succeed. Thank you for sharing the video!
imthedan
04-15-2011, 09:10 PM
Amazing guys.
Did you guys post the classes that you're going to have in the game so far? I was just checking the forums, but I didn't see anything; however, you casually said that it was a solder in your first post. I was just wondering if you've released any of that information yet?
Great video man.
eisprinzessin
04-15-2011, 11:52 PM
I believe this is medierra's most recent update on the initial classes/masteries.
medea fleecestealer
04-17-2011, 06:44 PM
Love it, love it, love it! Flying chunks of red meat, smashing through doors - great! The overall look is fantastic too. Really looking forward to getting my copy.
Keep up the great work and you're going to have a winner.
getoz
04-22-2011, 03:05 AM
Absolutely stunning! What a nice physics! Oh Crate is amazing company! I hope you guys to put some dlcs on this and make different addtional offers to encourage people to buy it rather than pirate it. Long live the Grim Dawn!
Ahunt5714
04-22-2011, 07:48 AM
I thought the sound was kinda awesome. ;)
Veeeeeeeeeeeeeeeeeeeeeeery nice.. looks even better than TQ ;)
ThomasJ
05-08-2011, 05:47 PM
Great work ! I like it, I like it alot...
Douglas Siano
05-08-2011, 05:53 PM
too floaty ;p
Nospheratus
06-03-2011, 08:31 AM
It's just amazing!! Love it!
+1 to Crate! :D
Tenka
06-05-2011, 04:12 AM
I love the way the skills are a constant part of the combat and not just saved up for special occasions.
I like how groups are accompanied by captains to break up the monotony, will you be including random affixes to monsters? Some could be berserking or on fire ... Little things that add flavor.
Only things I saw that could have been better were;
*monsters animations/behaviors- they seem to run up to the character then just stop and wait for a bit before swatting at you. Zombies are pretty lunge-y and I don't want to make it too resident evil-y but if you let them run across the screen right up to your face they should probably have a big, two clawed attack ready to punish you, which could be avoided if you time your weapon swing just right.
*I'm not keen on the glow effects (particularly the green group at 1min), it confuses the action and looks a bit cheap.
Chameleon
06-06-2011, 02:19 PM
I'm not really a melee player but the video looked great to me.
I dont think the physics is overdone, infact I was expecting more. The rare time I play my melee chars in TQ the best thing I like about them is when I get the power boost and the monsters stat flying so high they go off the screen. I'd like to see more of that! lol
Chronikuz
06-07-2011, 09:37 PM
How much time to see a new video of pic?
8Ryan8
06-08-2011, 05:04 AM
You guys may allready know this but when will it be released? :confused:
eisprinzessin
06-08-2011, 05:34 AM
We do not - kindly see the FAQs (http://www.grimdawn.com/about_faq.php#q12).
Ragathol
08-02-2011, 01:31 AM
I just saw the latest Diablo 3 video from the beta, and my heart sank. I've always been a big fan of loot-action games, with Diablo 2 as the old holy grail, of course. But now it just looks... bland. Flat, brown landscapes inhabited by a few monsters here and there, and the characters seems to fight using spells only. There wasn't even any music in the video.
Then a friend linked me this game. I'd seen a few pictures before, but had forgotten about it. When I found out the old Iron Lore gang was making a new game with the TQ engine, I was immediately hooked. After looking at the pictures, I booked the Legendary edition with no second thoughts.
Now I see this video, and it looks so much better than anything I've ever seen from D3. And it's pre-alpha. Sure, some animations and effects could be touched up a bit, and I'm sure they will be, but the looks and mood in this video far exceeds Blizzard's 5+ years work.
I've been playing TQ very much the last few years, and it's still good fun, even though the world is the same every time - it's just so beautiful! And from the looks of the screenshots and video, Grim Dawn will look even better.
It's a pity TQ was kind of overlooked, it's a really great game, and the one future games in the genre really should be compared to. Of course I can't really make a proper comparison before I've played both games, but from the looks of it, you guys have a great lead, and you're only just getting started.
I usually don't get very riled up over games, or have a lot of games I look forward to, but I have great expectations for this. I know you can make it happen.
Keep up the good work!
mamba
08-02-2011, 02:31 AM
I just saw the latest Diablo 3 video from the beta, and my heart sank. I've always been a big fan of loot-action games, with Diablo 2 as the old holy grail, of course. But now it just looks... bland. Flat, brown landscapes inhabited by a few monsters here and there, and the characters seems to fight using spells only. There wasn't even any music in the video.
Yeah, just watched that video, it almost made want to not buy the game ;)
This seriously is one of the most boring gameplay videos I have seen, and I just hope the graphics are that bad because of video compression (somehow I doubt they are the only thing to blame tho)
but then, I already came to the conclusion to skip this one, thanks to today's always-on SP news.
Flakk
08-02-2011, 09:33 AM
Looks sweet, though I'm personally not a big fan of the amount of gibbing and the ragdoll enemies flying everywhere. It looks very similar to how it was in TQ (which I never liked there either).
Ragathol
08-02-2011, 01:45 PM
Yeah, just watched that video, it almost made want to not buy the game ;)
This seriously is one of the most boring gameplay videos I have seen, and I just hope the graphics are that bad because of video compression (somehow I doubt they are the only thing to blame tho)
but then, I already came to the conclusion to skip this one, thanks to today's always-on SP news.
I don't think it was the compression, I watched it in 720p, and it didn't look too compressed. There's just no foliage, grass or details in the environments. All that is just painted on the ground, making it flat. I got no feeling for the fights either, it just looks... boring.
Add to that that you always have to be connected, there's no mod support, and general neo-Blizzard shittyness. What are you doing, heroes of old?
SethSteiner
08-02-2011, 03:51 PM
This video made it sure to buy the game instantly, Grim Dawn not Diablo 3. Last one disappointed with every single news (except for the demon hunter), the whole world just lacks of the old Diablo feeling, it looks just like a mod for WoW. Then, yesterday, it wasn't just a lack of atmosphere but control. May it the modding possibility, may it to play without internet connection or even something substantial like points for talents and attributes.
Fortunatly someone show me this and hey, this is what I want to play! It looks fantastic even for Pre-Alpha. It looks way more 2011 than the other games of the genre.
darksoulZ
08-08-2011, 06:45 PM
this looks great! :D
when its done it will be definetly amazing, i mean its pre alpha thats ok that some things dont look that great :)
some people think it must be always over the top to give a good critic, its PRE Alpha guys! wait and you`ll see a good upcoming :D
i find it nice that you can destroy something (doors! and more? ^^), a ++ from me :D
keep it up cratebabeZ :rolleyes:
SealedSun
08-13-2011, 10:05 PM
Really like the mood, melee attacks sound really powerful.
Dodging the slow moving electricity-missile-thingies: cool mechanic, has you actually pay attention to the battle instead of just spamming the LMB.
Love the smash-able furniture that blocks paths in the house. Very cool!
Critique:
Charge ("Blitz") animation seems very basic
The direction in which the dead bodies fly seem to have nothing to do with how they were hit by the mace. If the guy hits the zombie at the waist, swinging from left to right, the zombie should also fly sidewards (to the right)
GrizzlyAdam
08-15-2011, 12:41 AM
I find it astounding that a game in pre-alpha looks that good already. Color me impressed.
Stefouch
08-15-2011, 12:50 AM
I find it astounding that a game in pre-alpha looks that good already. Color me impressed.
That's because the graphical engine and gameplay is already builded, it comes from Titan Quest. They just need to enhance the whole thing. Skills, story, maps, new mechanics, new textures, new effects, weather, destructible environments, gore effects, camera rotation, better loot system, quests, NPC, and more and many more... but engine is there :)
Ragnar
08-15-2011, 09:43 AM
When will they show some other video. I wont more, i wont more... Crap, where is my cd for D2, i need to instal it again, need to feed my hunger :).
james1976
08-15-2011, 10:07 PM
That video reminds me of ole TQ :D Good memories!
Bissrok
08-23-2011, 01:26 PM
This video made it sure to buy the game instantly, Grim Dawn not Diablo 3.
Same here. With Diablo 3 I keep thinking, "Enh... maybe it won't be as bad as it looks". With Torchlight 2 I keep thinking, "Enh... maybe it won't be as bad as the original" (though it will be). With Grim Dawn, I dashed off to grab my credit card the moment I saw the first combat video.
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