Tuesday, April 17, 2012

Couple questions

I saw a screen shot which looks like it had a few castles and a bunch of hex maps surrounding those. I assume if that pic is legit that the game is going to have a strategic map as well as play out on a tactical map. Is this in the works or is the concept still being developed?



Kings and Castles, indicates to me Fedual and Monarchy systems, so we'll be modeling the time periods where castles existed and played out their role in history about 850AD-1600AD?



There were many changes to warfare during those times. Plans to model a range of eras, or all of the eras together? For example, leather armor was a precursor to steel armor, copper swords, bronze swords, then steel, the bow gave way to the long bow, which gave way to the crossbow, will these different time periods all be combined or segregated or hopefully balanced and all combined?



A substantial amount of modeling of castle life takes place in Stronghold and Stronghold2, will their be an emphasis on economic factors of castle building such as territory holding and resource acquisition, labor pooling, and construction, or will this be more of a RTS game that focuses on the military aspect, i.e. basically knocking down 3d castles?



Would be interesting if day and night was modeled and weather since these were pretty substantial factors in medieval combat. It would also be interesting if players were able to create unique units, upgradable, and if there were a system built to allow the design of custom units to be used in the gameplay. Consumers been waiting for this kind of evolution in RTS games for a long time. This might be a good project to explore this avenue.



Moreover, rather than just allow players to create pre-fabricated units, archers, swordsmen, why not allow players progressively train their villagers, as a base unit a custom created unit with user defined skills, such as ninja stealth skill, units that can move slow but cover ground undetected at long and medium ranges and escape detection at close range by stopping. Perhaps a creatable unit called field survey which could see at twice the Fog of War range of other units, mount this unit on horses and double that range, upgrade the unit further with a telescope and extend it even further. A whole range of abilities, dozens of them would allow for a deeper than average game with a lot of replay value because of the games depth.|||It is not an actual screenshot. Thygrr was just messing around...|||A mod needs to clearly label that as not a real KnC screenshot lol

(or just remove it)|||I thought it was obvious that the screenshot was fake :?





Also, Indiana, KnC is in a fantasy setting so I wouldn't count on it accurately modeling history. I doubt we'll be getting answers to any of your questions for a while.|||Indiana thought that was a real screen?



HAHA.



HAHAHAHAHAHAHA!|||BulletMagnet|||Lol.



+1 Thygrr|||Looked legit to me. Also looked lame. So this is going to be a fantasy game? I can't really see where fantasy plays a role in the medieval era, or any era where a castle and a king exist together. The only reason castles were built was to protect a king, the monarchy form of government, and the pages who were in charge of supporting their country or feudal state.



Of course I'd love to see another game with a better and more updated graphic engine portraying this but Stronghold/Stronghold2 basically did this already, and what they didn't do the strategic arena combined with tactical castle sieges was done by Medieval total war 2.



I'd love to see the actual besieging of a castle become a great simulation or even a great fantasy game but, GPG makes games that play out in 20 min. I suppose in a way this might even be the theme that suits their 20 min gameplay pace the best, I mean once you crack a single wall of a 4 sided castle that is basically it, your troops march forward and doom the inhabitants of the castle.



I still don't understand the role players have in the game, will be truely be King? Will we be soldiers in the role of king, controlling the forces? The video blogs are basically uselss in terms of conveying an understanding ofwhat they are developing.



Why doesnt CT play with some action figures on cam for the next useless video blog?|||What screenshot?|||Buddy, relax a bit... We are only five video blogs in, he's introducing us to the team.



Also, you're serious about GPG making games that end in 20 minutes? Most FA games I play that are 3v3 or so take an hour or two to complete. I play 1v1 occasionally as well and yeah those are over much sooner, but I think it's safe to assume that with the term 'Castles' being incorporated into the name, that base building or at least defending will play a much bigger role. At least that's the way I see it.



Also, you're an idiot for thinking that pic was legit :P|||SC games would take nearly double the time on average to complete. FA was designed to be apexed and nearly over if not over in 20 minutes. Not all games end in 20 min, but the way FA is setup games were over much quicker than traditional RTS explore, build, acquire, build, convert resources, attack model, into an explore and attack model.



I'm not saying its bad or anything I'm simply saying I'm not sure GPG is the developer for building a turtle type RTS. Which is exactly which type of gameplay design a castle is focused around by design of the fact that castles are fixed structures.



Kahooli call me what you will for thinking it was legit, without any actual evidence to support the contrary who are you to judge me? LOL :roll:|||Indiana07|||What screenshot?|||IsikBala|||Indiana07|||IsikBala|||indiana, your walls of text cant save you from the embarrassing fact you thought that screen was real. you cant expect anyone to take anything after that seriously|||Kings and Castles won't have mass converters, GG.|||well I guess there was a real screen shot waiting for me in the ******* vlogs aye? NOT!



Whats pathetic is this game is at least 3 years from launch. So 2013, and along the way many many failures could occur, GPG could be bought out, go bankrupt, suffer a massive building fire, the market for PC games could collapse because of rampant piracy, or a competing product might drop on the market beforehand because CT got the brillant idea to tell everbody the great ideas they're having without any implementation to back it yay for capitalism.



I guess I'd like to actually see the result, or a concept album or a pitch on what they endeavor to create rather than CT getting bit by a horse, or playing with the remote controlled RC car on the floor like he's 8 years old, or a fake screenshot floating on the forums which has as much authenticity as anything they've released on k&C.com



So suck my left nugget if u think I'm an idiot, I'm not the one trying to fire up the world and grab attention like a twitter feed, about nothing more substantive than CT balancing his checkbook today or chasing some chickens on family myspace farmville.



And **** your mommas mass converter! Oh yes I did go there, I'm talking about her FAT QUAD WIDE ***!|||please stop, its embarrassing|||slinfolo|||Indiana07|||I think some of the current gen actually have 64 bit processors but I dont know, the PS3 cell is that a 64bit? Anyway all I know is most consoles aren't going to be sold with 8 gigs or ram and so even if they are 64 bit they aren't going to take advantage of it for a while, consumer RAM prices are on the rise surprisingly and producer prices of RAM as well, shortages are occuring on DDR2/3. This will slow the entry of this type of development on consoles more than on computers. Not that they won't get there but it will be years before a 64bit console has a marketshare of substance.|||so, what is the difference between the standard 32bit processor, and the standard 64bit processor?



just enlighten me on this, I might find it useful in my comp. eng. degree.|||Speed, Bandwidth, and threading.
32 bit processors are from the days of single thread execution and pipelined processing. 64bit processors are almost always able to run more than one thread at the same time, therefore allowing parallel computing, solving problems withe the same processor space, faster.
What is happening that allows you to see a large increase in performance with multi-core processors is when software developers modulize programming into seperate execution threads, a few main threads and lots of auxiliary threads and efficiently interleave them so that for each few cpu cycles there is little or no down time for the extra cores/threads on a CPU. The 64 bit processors are also able to address more must more memory. At one time megabytes of memory was plenty of memory to address but with more indepth and extensive graphics video as well as programming system memory is taxed and unable fit processes into a 2 or 3 gigabyte limit. Sixty-four bit programming addresses allow developers to address hundreds of gigs or hundreds of terabytes of ram when development gets to that point.
You can already find on the enterprise market SSD storage solutions at the terabyte level and ram allocations in the range of several hundred gigabytes, this is all due to 64 bit processing. At this point it looks like 64-bit processing system are the next 10-15 years of computing.

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