Ravensword: The Fallen King - Video. (Submitted, again)

Discussion in 'Upcoming iOS Games' started by JoshCM, Aug 11, 2009.

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  1. squarezero

    squarezero Moderator
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    I was referring to the same thing -- but I'd forgotten about Seven Swords. My main concern is having my finger get in your way of the often-gorgeous environments. But perhaps it could work (though, at this point, I would expect such a change/option on a later update).
     
  2. squarezero

    squarezero Moderator
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    Actually, it's similar to Ravensword. But you are right about the crashing...

    [Edit] I just reread what you wrote. Whoa! No wonder you're giving yourself more time. You will likely make a lot of people happy, though.
     
  3. theblackw0lf

    theblackw0lf Well-Known Member

    Feb 18, 2009
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    Awesome. Glad to hear :)

    Just want to make sure your first launch is successful. A frustrating control scheme can kill sales, even if you try to fix it later.

    You don't want to give people any reason to give your game one star ;)
     
  4. arta

    arta Well-Known Member

    Feb 14, 2009
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    #1124 arta, Oct 9, 2009
    Last edited: Oct 9, 2009


    Well as the first to bring on the old Lego with uncomfortable diapers man animation, this is much improved and actually looks good now. Obviously it isn't Backbreaker quality but it doesn't look horridly awkward, and actually looks representative of animation in similar games like Oblivion. I trust this has been applied to all creatures including that polar bear.

    The jump arc looks fine when fighting the monster, but REALLY ODD when leaping over the rocks in the lava. The 1st jump looks like a really short hop and suddenly he's across.

    -------------
    One thing I see that might need work, the controls. I understand that you and your beta crew have no problem running up and attacking the enemy without getting disoriented or missing, but that's because you guys after a while have learn to watch the position of the enemy from afar a start lining up when you are running up to him so when you catch up you're never off kilter. It's like the one analog stick back in the PS1 days.

    However casuals who are going to play this now and again for 10 mins, quit, forget and play again need, as well as impatient RPG folk like me, are going to want quick targeting from jump. It also helps in those odd moments when we didn't line up right: we want to simply turn to our oppoent and keep hacking away instead of backing up, lining up again drama.

    Two things then:

    One, take Gameloft's "swipe screen to look around camera". It is by far the most effecting way to controling character movement that isn't in a top down game. This isn't a RPG vs FPS vs action game thing, or a "battle of developer philosophies". It's using common sense to incorporate a control scheme that's PROVEN to sucessfully give iPhone game the feeling of control that dual sticks gives regular consoles. I'm a big proponent with this.

    2nd of course would be the auto-aim. Keeps you locked on to the character . Trickier than the first method if two enemies are attacking at the same time, but can be done.

    So yeah, do both.
     
  5. JoshCM

    JoshCM Well-Known Member

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    Wow - Arta - coming from you thats a very nice compliment.
    We've definitely done a lot more work on the animations. The jump is actually a factor of the blending between segments of animations, not the actual jump animation itself. We've had a tricky time with the motion blending - that in itself would have warranted another programmer just to handle the character's movements in the game. If we make some money on this first release, we'd probably be able to pay people to specialize in certain areas, rather than doing everything by ourselves.
     
  6. AmazingRuss

    AmazingRuss Well-Known Member

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    Easy there fella! If you get too wound up you could spontaneously explode, and we don't have insurance coverage for that :eek:

    I like the newer vid a lot more too. Shows more of the game.
     
  7. squarezero

    squarezero Moderator
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    Actually, arta, now that I think about it, you are probably right -- the MC:S control scheme is likely a best-practice now for 3d character control. There were some advantages to what Josh and Russ came up with, but it certainly was not as natural as swiping the screen.

    The auto-aim was something that came up pretty quickly from the beta-testers (well, at least from me) and I think that they intended to add that even before they started revising the overall control system.
     
  8. reinhart_menken

    reinhart_menken Well-Known Member

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    I don't know...from the trailer on the front page, the actions of the character seems a bit off. His attacks are too short (always being a quick jab or a quick side swipe), and he jumps too high. That's all I was able to gleam from the trailer alone.
     
  9. JoshCM

    JoshCM Well-Known Member

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    I probably should have mentioned - this video shows the character at a very high level, with the most powerful sword and agility which makes him able to jump higher than normal (useful for some areas that require very long jumps to stay out of Lava and other obstacles)
     
  10. squarezero

    squarezero Moderator
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    reinhart, please do me a favor. Find a console game that you think has great character animation. Now go check out the credits: tell me how many people were involved in doing said character's animation. Now think about the number of programmers involved in the entire Ravensword project (one). Hopefully that will clear things up for you. :)
     
  11. arta

    arta Well-Known Member

    Feb 14, 2009
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    Indeed. It's the control of dual sticks without having a second analog display taking up space on the screen, and it's proven in several genres. You guys really need to use that method, in addition to your own.
     
  12. AmazingRuss

    AmazingRuss Well-Known Member

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    Someday soon I shall have minions to do my bidding...
     
  13. fenrir911

    fenrir911 Well-Known Member

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    No strafing and no character customization... This is shapijg up bad, without the ability to walk sideways and aim at the enemy that means we will have to back up and readjust aim everytime we are in a fight. That annoys me, especially on a game like this, where your main thing is exploration and fighting, i wanna be able to see the forest on the right not turn to it, and then turn back just to walk on the path. That was one of the things i liked about elder scrolls two and up, the ability to strafe. Made it so much easier to explore, see, lets say theres a huge open area, i wanted to look to my left and right to make sure there wasnt any enemies, but i also want to keep walking on my path as there is a dungeon ahead of me, with this games control scheme i woukd have to stop, turn left, then right, then go on my path again. To me, thats annoying.
     
  14. JoshCM

    JoshCM Well-Known Member

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    this is my last post for awhile - but yes there will be strafing in the new control scheme. character customization won't come till the expansion pack.
    bye now.
     
  15. Trotgar

    Trotgar Well-Known Member

    May 9, 2009
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    But remember guys, even though it looks cool, don't have too high expectations, because otherwise if it has flaws, some will be disappointed (and I use quite a lot of ,'s there).

    Besides, if it's good everyone's going to be pleasantly surprised. So, don't hype it too much.
     
  16. ShadowsFall

    ShadowsFall Well-Known Member

    May 15, 2009
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    Summer job soon
    TA 09'
    Lol, sweet and short. I guess you've been really busy these past few days fixing the bugs and things like that...

    Anyways, i made it to 600 posts :D
     
  17. Kartel

    Kartel Well-Known Member

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    #1137 Kartel, Oct 9, 2009
    Last edited: Oct 9, 2009
    If they adopt Gameloft's control scheme they can allow you to strafe and look around easily. Doesn't matter if it's 1st or 3rd person.



    Or if they want to get really nuanced with it, they can allow you to use the analog stick to turn slightly left or right while running like in their video, but if you tap hard left or hard right you will strafe.

    Swiping the screen with the right thumb moves the camera just like Gameloft.

    Or of course try auto-targeting.
     
  18. Maphia

    Maphia Member

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    Correct me if I'm wrong (I don't mean to start an argument), but was elecorn not the first to use the "touch anywhere" control scheme? If you read the guy's blog he kind of implies that he came up with it...

    Sorry to be off-topic, this was just kind of bugging me. The game looks great, and I'm certainly amazed at what you've pulled off with such a small dev team. Honestly, between you guys and the guys working on DangerLands, you've truly shown how great indie developers who truly care about the gaming community can be!
     
  19. Goose

    Goose Well-Known Member

    Aug 27, 2009
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    yea it was caster, still a classy game that did it first. i'd also like to show my support for a movement scheme like that. it's just so intuitive for iphone controls.
     
  20. fenrir911

    fenrir911 Well-Known Member

    May 30, 2009
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    I believe it was brothers in arms that was first to use that scheme, hence why gameloft being first to use it. It wasn't perfected until MC:S though.
     

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