0 Members and 1 Guest are viewing this topic.

Marks

*
  • *
  • 468
  • Milk, no sugar.
    • View Profile
    • Steam
Re: Development Blog 10.5 - Melee & New Skeleton, etc.
« Reply #15 on: March 03, 2018, 12:54:54 pm »
Haaaa! Finally I can enjoy a nice smoke effect in the game.nice job !
I don't know Why I am feeling like selling my house and donate all of the prize after seeing this video!
I will keep my PC for sure :) keeeeep on!

Starbucks based regiment

Firstly, want to comment on the attitude of the devs (it's a compliment don't worry :) )

Essentially, even though y'all didn't release Blog 11, you actually tell us that it's coming, and why it's not out yet, which is essential in keeping the community happy, which honestly, top marks (Pun intended) for that.

Secondly, I of course would like to comment on the actual blog post.

It's looking great so far, and I like that you added a free-look, a nice little feature. I also like you added ramrods, will there be an animation that shows the character model actually pulling out the ramrod, or will it just be an empty hand, like in Mount and Blade? Just curious.

Basically, wow, great dev team, great communication with the community, great game :)

This means alot to us thank you :)

"Rome wasnt built in a day, it was built at 5am"

csheffield1

*
  • *
  • 16
  • God Save King George
    • View Profile
Re: Development Blog 10.5 - Melee & New Skeleton, etc.
« Reply #16 on: March 04, 2018, 06:58:45 pm »
Yes, absolutely. The ramrod is actually attached to the musket at first, and then the character pulls it from the housing as part of the animation before replacing it. I need to tweak the timings a little bit: the challenge is that the animation has to be reasonably short (say, 15 seconds compared to a more "realistic" 20 seconds) but I also need to make sure the fine details are still captured, and right now I think priming the barrel is a little too quick compared to the rest of the animation which is why you probably missed the bit where he actually pulled out the ramrod.

I'll be continuing to refine the animation as I go along :)

Awesome, I just couldn't see it in the video, but I'm glad that's going to be a feature! :)

Join the 1st Battalion of His Majesty's Royal Marines today!

http://rsegames.com/index.php?topic=187.0#forum

Marks

*
  • *
  • 468
  • Milk, no sugar.
    • View Profile
    • Steam
Re: Development Blog 10.5 - Melee & New Skeleton, etc.
« Reply #17 on: March 14, 2018, 05:41:51 pm »
 ;D
"Rome wasnt built in a day, it was built at 5am"

Alexander

*
  • *
  • 93
  • Thank you sir, may I have another. NOT!
    • View Profile
Re: Development Blog 10.5 - Melee & New Skeleton, etc.
« Reply #18 on: March 14, 2018, 11:35:00 pm »
Yes, absolutely. The ramrod is actually attached to the musket at first, and then the character pulls it from the housing as part of the animation before replacing it. I need to tweak the timings a little bit: the challenge is that the animation has to be reasonably short (say, 15 seconds compared to a more "realistic" 20 seconds) but I also need to make sure the fine details are still captured, and right now I think priming the barrel is a little too quick compared to the rest of the animation which is why you probably missed the bit where he actually pulled out the ramrod.

I'll be continuing to refine the animation as I go along :)

Awesome, I just couldn't see it in the video, but I'm glad that's going to be a feature! :)

Because we can't do it the Sharpe's way. It would be way too dangerous!

csheffield1

*
  • *
  • 16
  • God Save King George
    • View Profile
Re: Development Blog 10.5 - Melee & New Skeleton, etc.
« Reply #19 on: March 15, 2018, 04:25:58 am »
Yes, absolutely. The ramrod is actually attached to the musket at first, and then the character pulls it from the housing as part of the animation before replacing it. I need to tweak the timings a little bit: the challenge is that the animation has to be reasonably short (say, 15 seconds compared to a more "realistic" 20 seconds) but I also need to make sure the fine details are still captured, and right now I think priming the barrel is a little too quick compared to the rest of the animation which is why you probably missed the bit where he actually pulled out the ramrod.

I'll be continuing to refine the animation as I go along :)

Awesome, I just couldn't see it in the video, but I'm glad that's going to be a feature! :)

Because we can't do it the Sharpe's way. It would be way too dangerous!

You'd also need a really powerful set of lungs, and a smaller caliber barrel than the ball you're using. But I'm sure it would work though, and be 110% safe.

Join the 1st Battalion of His Majesty's Royal Marines today!

http://rsegames.com/index.php?topic=187.0#forum
Re: Development Blog 10.5 - Melee & New Skeleton, etc.
« Reply #20 on: March 19, 2018, 04:05:48 am »
Juicy  ;)
"Looks like shit"

Alexander

*
  • *
  • 93
  • Thank you sir, may I have another. NOT!
    • View Profile
Re: Development Blog 10.5 - Melee & New Skeleton, etc.
« Reply #21 on: March 26, 2018, 10:11:06 am »
Yes, absolutely. The ramrod is actually attached to the musket at first, and then the character pulls it from the housing as part of the animation before replacing it. I need to tweak the timings a little bit: the challenge is that the animation has to be reasonably short (say, 15 seconds compared to a more "realistic" 20 seconds) but I also need to make sure the fine details are still captured, and right now I think priming the barrel is a little too quick compared to the rest of the animation which is why you probably missed the bit where he actually pulled out the ramrod.

I'll be continuing to refine the animation as I go along :)

Awesome, I just couldn't see it in the video, but I'm glad that's going to be a feature! :)

Because we can't do it the Sharpe's way. It would be way too dangerous!

You'd also need a really powerful set of lungs, and a smaller caliber barrel than the ball you're using. But I'm sure it would work though, and be 110% safe.

It may work but IT IS NOT SAFE!

Grandma

*
  • *
  • 2
  • Better Melee
    • View Profile
Re: Development Blog 10.5 - Melee & New Skeleton, etc.
« Reply #22 on: April 26, 2018, 06:29:06 pm »
Ayy, it's looking much better than when I last checked

Saris

*
  • *
  • 36
  • Texas Poppin B
    • View Profile
Re: Development Blog 10.5 - Melee & New Skeleton, etc.
« Reply #23 on: May 11, 2018, 02:20:19 am »
Any news on 11?

116th_Lord_OliverZouch

*
  • *
  • 32
  • FOR HONNOR & GLORY
    • View Profile
Kind Regards,

Lord_OliverZouch

Neoptolemus

*
  • *
  • 156
  • RSE Developer
    • View Profile
Re: Development Blog 10.5 - Melee & New Skeleton, etc.
« Reply #25 on: May 14, 2018, 07:16:19 pm »
We've been working hard on getting the alpha ready. I've just finished tightening up the melee system to make it really robust and smooth.

I've also fixed a host of minor bugs to give it some extra sparkle, as well as added some nice additional effects like bullet whizz for near misses and so on.

We should have an update for you soon once we're happy with the level of polish we've managed to achieve :-)

James Brock

*
  • *
  • 204
  • Rule Brittania!
    • View Profile
Re: Development Blog 10.5 - Melee & New Skeleton, etc.
« Reply #26 on: May 16, 2018, 03:51:49 am »
We've been working hard on getting the alpha ready. I've just finished tightening up the melee system to make it really robust and smooth.

I've also fixed a host of minor bugs to give it some extra sparkle, as well as added some nice additional effects like bullet whizz for near misses and so on.

We should have an update for you soon once we're happy with the level of polish we've managed to achieve :-)

Goodie. Updates are always good to hear.

Neoptolemus

*
  • *
  • 156
  • RSE Developer
    • View Profile
Re: Development Blog 10.5 - Melee & New Skeleton, etc.
« Reply #27 on: May 16, 2018, 11:16:26 am »
We've been working hard on getting the alpha ready. I've just finished tightening up the melee system to make it really robust and smooth.

I've also fixed a host of minor bugs to give it some extra sparkle, as well as added some nice additional effects like bullet whizz for near misses and so on.

We should have an update for you soon once we're happy with the level of polish we've managed to achieve :-)

Goodie. Updates are always good to hear.

I'll try and be a bit more active on the forums to keep you all updated :)