Mordhau
 marox — Project Lead
  • Likes received 2230
  • Date joined 25 Oct '15
  • Last seen 8h
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583 2230
  • 22 Feb
 marox — Project Lead

@Carlo_Mano said:
Interesting.. So theoretically, with that method pushed to the limit, you could slice a body virtually anywhere...

Wherever there are bones in the character skeleton. So we could cut it a few points along the torso (only horizontal cuts), and things like toes, fingers, ears. But there really aren't many bones that would make sense beyond the ones we've considered. We opted not to do torso because it looks a bit silly.

@vanguard said:
Couldnt a wizardry like this
https://www.youtube.com/watch?v=gGnD1o_uH-s

Be used to gore? Imagine these system of deformation aplyied to a body, hammers would be brutal tbh, armor damage would be fucking amazing, imagine bashing a dead full plate dude with a maul

Characters are more complex compared to cars, performance is also a huge factor here that we can't afford. If we started planning the art for Mordhau now, we'd probably try to add some more bones to the skeleton (and subsequently every piece of armor/clothing) to control deformations at certain points, which would be cheap. But it's not so easy to go back now.

@Carlo_Mano said:
What other game uses this dismemberment method?

Don't know. This was the simplest method that worked with our customization. Premade parts are a no-go for us due to customization.

@TheDankestMeme said:
will there be an option to disable those extra body parts and gore for potato computers?

Yes, you can disable dismemberment altogether on your end, so that you don't see it.

583 2230
  • 20 Feb
 marox — Project Lead

Corpses do make a sound when they impact surfaces

583 2230
  • 20 Feb
 marox — Project Lead

@Jax said:
I guess I didn't even try to word my original question properly, lol

  1. What's it look like on the technical side? Remove arm/limb/whatever, replace with chopped-off version?

This would be a mountain of work for artists, and an annoyance every time we added armors. So instead, there's little people inside each limb. The actual character's (missing) limb is shrunk down via animation to vanish into a single point. The severed limb is essentially a copy of the whole character, with the parts that shouldn't exist shrunk down via animation trickery, and a gory static mesh is attached to the socket of the limb to hide it. Back in the early days, you could crank FOV really low and zoom into the limb and see a tiny nude man growing out of it. Since then we prune the mesh so only the arms, legs, or head are visible, and not the full shrunk guy. There's some plans to optimize this further eventually and we'll probably lose the little men in the process, but I'll always carry them in my heart.

  1. How many parts can be removed? So is it just 'arm' or is broken into arm/forearm/hand?

Hand, forearm, arm, upper leg, lower leg, foot, head.

  1. Is there any animation support for detached bits? Would be cool to see hands spasming after their removal, etc.

There is animation support, but they normally run ragdoll physics, although things like fingers are not ragdoll controlled, so they're free to animate and we could do something there.

583 2230
  • 6 Feb
 marox — Project Lead

Jokes aside, we're well aware of this and are working on the trailer as we speak. It'd be the first part of the kickstarter pitch video, but also stand on its own on our channel for people/press to share.

583 2230
  • 5 Feb
 marox — Project Lead

Thanks, we're keeping an eye on this

583 2230
  • 5 Feb
 marox — Project Lead

@Edy_Nelson said:
How do you apply values to weapons (Damage, Swing Speed)? Do you go for something realistic first and then adjust it later?

We go for something that we think would make sense, and then proceed to tweak, but right now we aren't paying a lot of attention to specific numbers yet.

How exactly do you approach game balance, how do you find out how strong a weapon is?

Testing and playing the game, but it's mostly something we'll dabble in later on, since balancing on paper without testing doesn't really work.

In Chivalry I have seen the use of Lag Switches (emulate high ping and abuse it to teleport/attack through block) have you guys planned anything to counter this?

Mordhau runs on authoritative dedicated servers, applying lag will more or less just make things worse for you.

During Alpha/Beta how do you plan to communicate with the early testers of the game? (Maybe some sort of special forum meant for direct feedback without spoiling the others?)

Most likely a special forum.

How much do you plan to charge for alpha/beta access of the game during your Kickstarter?

We're still making adjustments, but it'll be similar to other kickstarters of our scope/premise.

What is your favorite weapon in Mordhau so far?

Longsword <3

Have you guys planned on maps like the Tavern in Chivalry? Maps were people are not solely supposed to fight and instead hang out?

We haven't planned these specifically, at least not for release.

Is there Alcohol in the game?

Not currently.

What is your favorite beverage?

Beer!

583 2230
  • 5 Feb
 marox — Project Lead

They go where there's space and where they're allowed. Longswords are both at hip and on the back if there's stuff on the left/right hip already.

583 2230
  • 3 Feb
 marox — Project Lead

@Jax said:
@marox, did you guys choose the name so when you talk to someone you can laugh at them mispronouncing Triternion?

In hindsight, it sure seems like we did :)

583 2230
  • 2 Feb
 marox — Project Lead

Yep, we had to get that stuff sorted out before the kickstarter. We're still working on some things like the logo, so there's a lot of placeholder stuff at the moment.

583 2230
  • 26 Jan
 marox — Project Lead

@Tim_Fragmagnet said:
If they were playing spacewar, that's what steam lists every uninitiated steamworks game on steam as since it was originally made as a test for steamworks, and since mordhau is apparently steamworks, thereyougo.

We are in fact doing Steam integration for Mordhau.

583 2230
  • 26 Jan
 marox — Project Lead

@ToLazy4Name said:
jesus christ I was gonna fucking back the kikestarter just to get access to the alpha/beta even if I had to pay more than the price of the game itself but if I have to wait that long there's no fucking point

It's a lot to do with what you expect to be in the alpha, and what the public might expect. You might be okay with a much more content-complete version of Slasher, but the public at large might not and might rip it apart. For us, it's about a safe estimate, maybe we can get it done earlier than that, but I've learned that it's better to be cautious.

Most kickstarters deliver the alpha/beta tiers in a similar timeframe to us, because they actually use the kickstarter money for development. Not all of them do, some open a kickstarter when things are pretty much done, and they just use it for preorders. Compare e.g., Chivalry and Squad to Kingdom Come, Battalion 1944, etc.

I hope that makes sense.

583 2230
  • 26 Jan
 marox — Project Lead

I'm not sure if kickstarter supports it, there's nothing particularly different about our campaign, if it works on other campaigns it should work on ours. As for Paypal, it's unfortunately not supported.

583 2230
  • 1
  • 25 Jan
 marox — Project Lead

@Carlo_Mano said:

@marox said:
We use slack and steam to communicate. Work is done on a Perforce server that maintains version control over the entire project and ensures everyone is working on the same copy. There's really no other way to work with a team, sending out individual files would be pretty much impossible with so many people.

Did the team grow that big? How many are you now?

No, it's just that distributing files manually for >1 person is too many people

583 2230
  • 25 Jan
 marox — Project Lead

We use slack and steam to communicate. Work is done on a Perforce server that maintains version control over the entire project and ensures everyone is working on the same copy. There's really no other way to work with a team, sending out individual files would be pretty much impossible with so many people.

583 2230
  • 11 Jan
 marox — Project Lead

There is a neutral stance, we just don't switch to it automatically anymore on disarms and switch to fists instead, which is basically a "weapon". You can switch to it manually though with 0.

583 2230
  • 2 Jan
 marox — Project Lead

@Carlo_Mano said:
Is this a historical site?

Yes

583 2230
  • 2 Jan
 marox — Project Lead

Better graphics, and we added cats. Were we filming? Maybe.

IMG_2910.jpg

583 2230
  • 2 Jan
 marox — Project Lead

583 2230
  • 27 Dec '16
 marox — Project Lead

We did it! Or, well, you did! Mordhau wins the IndieDB #1 upcoming player choice award. So now we got both, Editor and Player Choice :) And it wouldn't be possible without your support -- thanks everyone!

Players Choice Best Upcoming Indie 2016

583 2230
  • 23 Dec '16
 marox — Project Lead

@CACommanderGuts said:
How many of you forum addicts made alt accounts and voted for mordhau?

Editors choice is not actually dependent on the votes from what I can tell. The votes/players choice are still coming!