Mordhau
 marox — Project Lead
Project Lead
  • Likes received 6974
  • Date joined 25 Oct '15
  • Last seen 9 Oct

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988 6974
  • 29 Jun '17
 marox — Project Lead

@Carlo_Mano said:
Translation: If it goes on like this, there will be too many players suggesting contradictory things to balance the game.

Wasn't the reason, was out of our control.

988 6974
  • 29 Jun '17
 marox — Project Lead

@PowerSenpai said:
Is it possible that we could know why this is no longer an option? And I agree with smokingbobs on the topic of early access on steam. It could be good to open the floodgates, so to speak, when the beta starts, and to have alpha access limited to backers and those who have been able to order access through the website up until now.

We're allowed to sell Steam keys / use Steam for distribution if the game itself is also available to buy on Steam. In other words, we'd need to have our shop items on Steam as well, but that'd mean Steam Early Access.

988 6974
  • 29 Jun '17
 marox — Project Lead

We've removed the option to prepurchase Mordhau (Alpha/Beta/Release) on our shop. Originally, our plans were to keep prepurchase options available as development went along as an extra source of funding and as a way to keep the alpha/beta populated, but this is no longer possible. Our options as far as selling additional Steam keys right now are to either wait until release, or put the game up on Early Access on Steam, and we feel Early Access on Steam would be opening the floodgates prematurely.

Just to be clear, everyone who already prepurchased the game or backed it on Kickstarter will get their Steam key, we're just not selling any more Steam keys.

PS: June update is still coming, we're just a little late!

988 6974
  • 31 May '17
 marox — Project Lead

@VCliff said:

@marox said:
Snip

Thanks for the Update marox, i have one question though.

Will there be an On/Off option for the simplifying of models for characters who are not in the center of attentioin?

Also, the runscape model looks great.

Thanks in advance.

Not sure what you mean by center of attention, these work based on distance, you can force higher quality models via a setting afaik, but you shouldn't really notice a difference unless we do something wrong (well you'd notice worse performance).

988 6974
  • 30 May '17
 marox — Project Lead

We've been busy! Work is progressing towards our Alpha milestone, which means getting critical bugs sorted out, putting UI in place, and deciding which content will make the initial cut. Along with this, we're also taking care of some optimization to make sure we get rid of any nasty framerate spikes during gameplay and that we're able to hit stable framerates in battles of various sizes. Being a melee game with a reliance on timing, the input has to be really tight, and there's not much room for framerate dips. Being a graphically intensive game on top of this can make things quite challenging.

We leverage level of detail (LOD) functionality heavily to this end. The simplest of its kind is a reduction in polygons as characters move further away from the screen, like in the example below.

1 (2).jpg

This reduces some load on the GPU, but doesn't do much when the CPU is struggling, so we have to resort to many other tricks. For example, a big culprit are our characters because they are comprised of many different parts, each part requiring their own texture. If you add up all the gloves, arms, shoulders, chests, helmets, coifs, skirts, legs and boots that a character can wear at any time, you end up with a staggering number of parts. These make each character truly unique, but are also quite expensive for the CPU when it has to tell the GPU to draw them. To alleviate this, when characters are far away and when this sleight of hand is not noticeable, we switch to a different construction that is very efficient for the CPU to pass around, and it looks a bit like this:

2 (2).jpg

We're also adding other optimizations on the CPU side of things, and letting players really lower the CPU load. One drastic measure we're taking is that we allow CPU code to run at a lower FPS for content that is further away from the player. This is typically done in games for animation, which ranks among the most expensive, but we generalize this approach and use it across the board. When this setting is cranked to extreme levels, it can have the effect of watching something in the distance in stop motion, but it can help lower-end rigs run the game at a reasonable framerate, and it does wonders for when you have lots of characters on the screen fighting.

However, work continues on other aspects of the game, too. More and more wearable items are being added to the game, check out the character below and see if you can spot some never-before seen gear!

3 (2).jpg

And last, but not least, more map environments. We're trying to make some new, pleasant environments for you to murder each other in. Here's a shot of some more recent work, it's one of the larger maps containing among other things, a fort and a mine. Take a look!

4 (2).jpg

988 6974
  • 2 May '17
 marox — Project Lead

@Sir Zombie said:
Will the kickstarter backers also receive these new titles?

No, least we can do is have the pre-purchasers keep those as exclusive :)

988 6974
  • 2 May '17
 marox — Project Lead

Okay, so we messed up, and forgot we mentioned the titles were exclusive to Kickstarter backers :( To fix this, we're changing the webshop titles to Recruit / Militia / Mercenary (vs the KS ones that were Conscript / Sellsword / Knight). If you prepurchased on our webshop and feel cheated by this change, you can request a refund by mailing us at [email protected] and we'll sort it out.

Do note that due to how the titles work, if you purchased via the shop and picked e.g. the Knight title on the forums, it will stay until you try to change it, at which point you'll see the new titles rather than the Kickstarter ones (and won't be able to go back).

988 6974
  • 30 Apr '17
 marox — Project Lead

@SquareHelmetMatt said:
How long will the webshop be open? Until release?

Yep

988 6974
  • 1
  • 30 Apr '17
 marox — Project Lead

@Valmirius said:
Will 3 pack and 5 pack backers get all of the titles at the same time at the supplied email address?

You'll be able to give out the individual alphas from the pack as links. This includes the whole package, so forum titles etc as well.

988 6974
  • 30 Apr '17
 marox — Project Lead

We've set up a web shop where you may pre-purchase Alpha/Beta/Release versions of Mordhau similar to the Kickstarter, but without Kickstarter exclusives. We also support PayPal, check it out here: mordhau.com/shop.

*Please note, that in Europe, the price is higher than on Kickstarter due to VAT. Unlike on Kickstarter unfortunately, there's currently no way for us to absorb that cost since we're using a 3rd party marketplace (Gumroad).

Additionally, we've begun sending out reward links to our Kickstarter backers via e-mail. These will let you link your rewards to an account on our website, where you'll be able to claim rewards as they become available. Presently, this will give you access to forum titles only. In the future, you'll find Steam keys related to your backer tier and fields to supply us with info needed (e.g. credits name, bot names, emblems...)

In other news, we're hard at work getting the game ready for Alpha. At the moment, we're integrating with Steam and doing preliminary testing of the suitability of Azure Cloud servers for the game (thanks Microsoft! <3). We're also adding more art assets to the game, check out some fresh stuff below!

3.jpg

Check the entire imgur album here: http://imgur.com/a/AWX2S

988 6974
  • 15 Apr '17
 marox — Project Lead

Kickstarter takes around 2 weeks to process all pledges, it's not 7 days unfortunately.

988 6974
  • 7 Apr '17
 marox — Project Lead

Wow! You guys absolutely smashed it! What a finish, with nearly $300K raised of the initial $80K goal. We're blown away by the support you've shown us, and we can't wait to get the game out to you all.

Thank you !

988 6974
  • 6 Apr '17
 marox — Project Lead

We're live!

988 6974
  • 1
  • 6 Apr '17
 marox — Project Lead

Our campagin is almost at the 24h left mark! We'll be doing an Ask-Us-Anything on r/games @ 6PM UTC+1 today!

EDIT: We're live! https://www.reddit.com/r/Games/comments/63tua1/were_triternion_indie_developers_behind_mordhau/

988 6974
  • 4 Apr '17
 marox — Project Lead

@Humble Staff said:
¿could any of the devs tell us if the last two stretch goals are going to be revealed once the campaign ends?

We shuffled goals around so much and discarded a few that we don't even know ourselves. One of the goals was more vehicles, but we thought it was a bit underwhelming, the other was an emblem editor, but we changed our minds on that one. We have some other plans, but don't know if we'll reach 275K to get there, and don't want to reveal more goals and have people think of it like "oh no, that won't be in the game now"

988 6974
  • 3 Apr '17
 marox — Project Lead

Thanks to our backers, we've managed to raise $230K, and are over 285% funded. Our campaign is now nearing its end, with 3 days remaining, but we still have one mean final push to go -- if you haven't backed us yet, go check out our campaign @ Kickstarter!

With this update, we're going to recap what's been happening during our campaign. It's been one hell of an experience. We've done several interviews talking about the game which you can check out right here:

Towards the end of the campaign, we've also released a raw melee combat footage video.

We've also compiled the final versions of the Kickstarter-exclusive cosmetic items. By backing our Kickstarter at the tiers that unlock these items, you can gain access to them in the final game.

gear01.png

king2.jpg

king3.jpg

988 6974
  • 29 Mar '17
 marox — Project Lead

As promised, we've just released a brand new raw gameplay video. Check it out!

988 6974
  • 11 Mar '17
 marox — Project Lead

@Faffywaffy said:
I spent 60 dollars to back this project, but I have backed promising kickstarter projects that have gone to shit, and I never got the full product.
What risks do I take backing it? How confident do you feel you can deliver a full game?
I am confident, but Im just cautious. Remember CLANG? all everyone got was a prototype that didnt have very fun gameplay.

Thanks for backing us! It's a risk for both you and us. You risk your money if we don't deliver, and we risk disappointing everyone if we don't deliver. The problem with most games like CLANG, is that the point at which they approached Kickstarter. It'd be as if we approached Kickstarter before we even had the Slasher prototype working. What we showed was gameplay, and we're confident we can deliver on that.

988 6974
  • 8 Mar '17
 marox — Project Lead

KICKSTARTER IS LIVE!

Support us on Kickstarter & reserve your copy

Vote for us on Greenlight

We also released a brand new gameplay trailer, check it out in full quality below:

988 6974
  • 7 Mar '17
 marox — Project Lead

@Ceegal said:
I remember seeing a forum about being able to invert the direction swings. I don't remember it being confirmed but it's natural to me to move my mouse in one direction and have the swing go the same way.

The option to invert will be there.