Mordhau
 valentinbk
  • Likes received 29
  • Date joined 11 Dec '15
  • Last seen 12 Oct

Private Message

13 29
  • 21 Sep
 valentinbk

Just put out a mini release with an alternative, heavier ending for Open Season. Made it for a machinima called Helicopter Pug Hunting, decided to finalize the ideas, re-record and release
https://www.youtube.com/watch?v=HLcT3QqUC5Q

13 29
  • 21 Jul
 valentinbk

@esturias said:

@valentinbk said:
....and as I mentioned right after that, also enjoying dealing with enemy horsemen, while on foot.

Doesn't change the fact that they are horribly bad balanced and that your first post sounded like you didn't notice that yet.

Nope, I just disagree. I think horses should be somewhat more powerful than infantry and you already have enough ways to counter them. I wouldn't hugely mind making horses take a bit more damage when hit, just hoping they won't make them too vulnerable.

Just voicing my opinion, eventually it's up to the devs.

13 29

@esturias said:

@valentinbk said:
Nope, love playing on horses, they're a lot of fun.

But only for the statspadding riders. Not so much for the players suffering from hat balancebreaking mechanic.

....and as I mentioned right after that, also enjoying dealing with enemy horsemen, while on foot.

13 29

@Nauht said:

@IllOmens said:

@valentinbk said:
Not a fan of the horse nerf idea. They should be somewhat more powerful than regular infantry and there already are enough ways to counter them, well placed spikes, projectiles, fire bombs etc

found the cavalry main

so sorry you have to learn how to play the game now pal

Nah, don't you know - he'll say he never plays horses, a pure infantry man but that he's only looking out for the good of the game.

Nope, love playing on horses, they're a lot of fun. But also enjoy taking down horsemen when playing as infantry. Also, you both could use to chill a little bit.

13 29
  • 20 Jul
 valentinbk

Not a fan of the horse nerf idea. They should be somewhat more powerful than regular infantry and there already are enough ways to counter them, well placed spikes, projectiles, fire bombs etc

13 29
  • 1 Mar
 valentinbk

Hey folks, just recently released a new track in the solo project called "Open Season". The style is somewhere between hard rock and old school heavy metal. Short track, but it ended up becoming the most effort I ever put in a 2:40 mins end result, hope you'll dig it

13 29
  • 22 Aug '18
 valentinbk

@TheInuitHunter said:
Give that guy a fucking lute IG already !

Didn't know what to expect at first to be honest, but it's smooth af and I hope you'll make a living out of your talent.
And since you're comfortable with a bunch of musical styles, I wonder if you ever thought about making some epic songs for this game ?

Thanks man, working hard on making it happen.
Not sure what the plans are for Mordhau music wise, but I'd absolutely love to take part in making the soundtrack for a game

13 29
  • 1
  • 22 Aug '18
 valentinbk

@TheKingInTheNorth said:
Not gonna lie, shit sounds pretty sick. I particularly enjoyed Sandstorm, love the middle east vibes there. I always thought middle eastern style melded well with metal.

I never heard of you before today to be honest and have no idea what you have to do with mordhau, but yeah, good stuff. Keep it up.

Most important question though: will you be destroying people at playing the Lute in Mordhau?

Thanks man, it is pretty fun to combine ME themes with metal. There's another piece I've been working on that's even more oriental-centered, got the guitar parts written entirely but I have absolutely no clue on how to approach the drums in that. That should be a fun challenge to tackle.

As for the Lute part - very likely, if my hands will remain intact, which can't really be taken for granted in Mordhau.

@VampireDuck said:
hey, you have some nice music there! I don't know if I like the first one the best or the last one D:

Thanks dude!

One more thing I forgot to mention - there's a playlist with all of the solo project tracks, and some of the older demos that I'll be updating as new stuff gets recorded:
https://www.youtube.com/playlist?list=PLgrDAPIq_KbvO_kfrm7XSLIhEZHKKduOZ

13 29
  • 1
  • 22 Aug '18
 valentinbk

Hey folks, some of you know my gaming gore videos (the Gore Reviews series, the demonstrations) and the interview I did with Marko back in March of last year (gonna be doing more videos on Mordhau very soon).
Along with that I've been working on a solo project of guitar centered instrumentals with the genres varying from soft rock to heavy-prog metal. If that's your thing check out some of the tracks here below and let me know what you think.

In Memory (melodic metal, and latest release):
https://www.youtube.com/watch?v=Vlr8TTFp5Rk

Sandstorm (heavy-prog metal with Middle Eastern influences):
https://www.youtube.com/watch?v=Qp0P4n6H-kg

Losing the Sense of Time (soft rock with Spanish music influences):
https://www.youtube.com/watch?v=iH6ERJtguk0

Edit: all the current tracks and some of the older demos can be found in this playlist:
https://www.youtube.com/playlist?list=PLgrDAPIq_KbvO_kfrm7XSLIhEZHKKduOZ

13 29
  • 23 Mar '17
 valentinbk

Glad you guys enjoyed the interview! It was great having @Marox on the channel and I can't wait to play the game

13 29
  • 1
  • 12 Dec '15
 valentinbk

@marox said:
Welcome to the forums! I remember watching your videos way back when I was looking for things that were missing and found you to be rather uniquely meticulous and entertaining at dissecting the gory parts of games :)

Thanks for responding, your game looks awesome and I'm looking forward to playing it.

Also thanks for sharing the planned and existing gore mechanics. Below are a few points of feedback, feel free to take those into consideration

  • Overall blood texture: the more damaged the player is, the more he is covered in blood all over. This is something primarily used to measure an opponent's health and it fades off as he heals. We will probably use this same approach for burning characters later on (e.g. charred skin).

Kind of wish you didn't do this. I can only speak for myself but I absolutely hated the all over blood splatter in Dying Light, it just made all the bodies look the same.

IMO it could work if the blood splatter was mild, but still noticeable.

  • Blood sprays which are small enough not to leave a decal when they land.

Maybe spawn a few drops\small decal on the ground below?

  • First person deaths.

Awesome (seeing the camera roll after a beheading would be amazing)

  • (Practically in progress) Decals on the ground that animate as they fill rather than appear instantly, e.g. pools behind corpses, etc.

Awesome

  • (Pretty likely) Precise impact location blood: blood texture drawn where the player is hit. This is surprisingly expensive, and is why you don't see many games do this. It requires that each character in the game stores a unique dynamic texture, which can take up quite a bit of video memory. Back in the Unity days we implemented this, but after switching to Unreal we currently don't.

My suggestion is to maybe have a "gore" setting alongside the blood and bodies one. Here's how I would do it:
Off - for anyone who can't handle that stuff (which is perfectly fine)
Low - spawns less decals (disables drops and smaller stains) on the ground and disables the effects that heavily impact performance. Non dismembering body damage is all over blood splatter
Medium - spawns all the decals on the ground, non dismembering body damage is all over blood splatter
High - enables all the effects including wound decals at point of impact, all over blood splatter is very mild

  • (Unsure how feasible this will be) Deformation effects where e.g. the skull is caved in on a hit.

This would be amazing

You'll obviously have a body slider and be able to adjust these numbers related to how fast you want bodies and decals on the ground to disappear, etc.

Thank you!

13 29
  • 12 Dec '15
 valentinbk

@Grator said:
Hey I'm glad you found out about the game!. I've seen some of your videos in the past, they are very entertaining. Gore is not the main focus of Mordhau althought it's a feature and reacts to different game mechanics. The gore system is overall progressing pretty well and we have some neat features that I think you will enjoy. Some of this features are first person death, blood trails on weapons after succesfull hit, animations & sounds etc.

Stay tunned for more news and if you have any suggestion in particular feel free to post it on the forums!

Gore is rarely the main feature, it's just the response you see during combat.
From what I saw so far I'd suggest blood stains on the ground (to make sure you never see blood puffs going into nowhere) and blood trails for wounded characters.
Graphical settings for the amounts of blood and bodies
Wounds\blood soaked clothes at the point of impact instead of a general damaged skin (bonus points if the blood soaked area will take some time to form and not appear instantly)

13 29
  • 11 Dec '15
 valentinbk

Wanted to send this in an email to the devs, but since I couldn't find one on the site I'll post here.

I was checking out games in Indie of the Year awards and came across Mordhau. I'm a big fan of the Medieval theme and it instantly caught my attention. I was also happy to see that gore will have place in the game in one way or the other.

What are the planned gore and response mechanics for Mordhau?

I'm running a series on Youtube called Gore reviews (pretty self explanatory) and I'd be happy to consult the devs about the response mechanics and help them avoid the most common mistakes you have in most games (blood fountains that disappear into nowhere is one of the most common ones).

Below is a playlist with the gore reviews so far:
https://www.youtube.com/playlist?list=PLE8BZenM9K-AH6yrlnnWkhXmvhlQCsMIj