Friday, April 13, 2012

VLOG #31

[:1]http://www.facebook.com/video/video.php ... 548&ref=mf|||You beat me by a few seconds :(|||Looks very awesome, though I hope the inventory system doesn't add a ton of micro.|||I'll say it right now; I'm not a fan of the concept of items/inventory.|||I guess items and an inventory would be OK. It would add a bit of RPG-ness to the Monarch unit, but that's not necessarily a bad thing. Anything can be fun if it's done right.|||I liked it in DoW2 though, but that was done differently.|||The item system makes the game more RPG-like, but it could add a sense of progression to the game, like you are actually gaining something in your victories. But I think only major units like Legendaries and Monarchs should drop items. Like a lowly footman won't be carrying this magical super-armor, but a general or king will.
It seems like there will be a combination of research trees and tiers, as the caste 1 tree also had T1 next to it. So perhaps rather than upgrading in flat increments, castle upgrades will be like factory upgrades in FA but will unlock new tech trees to explore. That's a definite AoE touch.|||I'm actually rather happy about the item/inventory system. Seems like a nice layer of depth to me.|||RPG-RTS?
Item system, strat. zoom, general-like control over many-a-unit, micro-clickin', performance buff, magic bridges, flying boats, and many-a-more. Sounds like a very good system coming on. :D|||DAMN YOU, Magnet, DAMN YOOOOOOOOU.|||I'm a little weary about having to worry about items in a game with the scale of KnC... but at the same time, it could be an interesting mechanic... I would hope that they would actually have the items appear on your Monarch when it is equipped, I think that would be very cool :D
Also, the casters, their attack animations and the fire effects look so damn good!!|||I'm excited about most of the things that they mentioned in here. Items are a new twist that I think could make a good addition. It looks like they're pushing for players to use their monarchs aggressively.
Love the Torchbearer homage for the monk death animation. (Did anyone else see the resemblance?)
With the addition of items and unlockable spells, this game is resembling what Demigod might have looked like before Scathis left. This is a very good thing.
This is the most optimism I've had for this game so far. If this keeps up, I'll be preordering.|||scotchtape622|||What GPG needs is a game with a lot of depth. Maybe this is Scathis's vision of Demigod come to life. The terminology is interesting.|||BulletMagnet|||I liked the caster with the books floating around him. That was neat.
No cracked out...sadface...
I like the idea of items, but I wonder if you could steal items from another player... :twisted:
Keep up the awesome work! Oh, and CT, you are insane :D|||Epiphenomenon|||Wow. I have to say this now: At first I thought these Video Blogs were just going to be a bit of a silly gimmick.. I thought they'd be fun but destined to run out of steam after the first few months..
But the more I see of these quick little interviews with staff, and the more they give us little glimpses of what they do and how they do it.. The more I think that this is turning into something that people might want to watch for years to come. Long after K&C is released, random youtubers may still enjoy watching these vids for a quick intro into game design. This will also establish a cult of personality around CT and GPG that (hopefully) persists online, letting new fans of new games look back and see the GPG team as they were in 2010. This was a really cool idea.

Plus, K&C just keeps looking better and better. Really, I'm amazed at how these Vlogs continue to impress. I'm sure some people will be skeptical about the items system; I don't know what to say about that yet (is it campaign only?). But I think the Castles #1, #2, and #3 on the tech tree might be analogous to a tier system, and I like that. :D
And the mage guy with the books is a really great idea. That should look great in the final game. Their fire effects are already awesome (way prettier than Elemental..), and the flame and blue 'debuff' effect read very well when the camera was partially zoomed out. The speed and size of the fireballs was great, it made them look weighty and heavy and also, thankfully, instantly recognizable so you know what's going on when your enemy is using them.
I have really high hopes for the production values of this game. Even the map terrain (with its winding, complicated topologies of ravines and ridge lines) looks really interesting.
I am in danger of becoming a pre-release fanboy.. something I've not been in a long, long time.|||Quote:|||When he said store for items, did he mean a real money store, on an in game, research point style store?|||Grim Tuesday|||Polynomial|||Grim Tuesday|||Eric|||Eric

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