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

Private Message

988 6974
  • 7 Mar '17
 marox — Project Lead

@Erik said:
marox do we have heavy clashing sounds for swords or still the default ones from the recent blogs ?

Sounds were changed.

988 6974
  • 7 Mar '17
 marox — Project Lead

Mordhau is coming to Kickstarter TOMORROW, 8th March 2017 @ 4PM UTC. While we wait, here's a short animation we're using to explain the attack input & angling mechanics of Mordhau!

988 6974
  • 7 Mar '17
 marox — Project Lead

@VampireDuck said:
Just a suggestion. Shouldn't the devs send an email telling the people subscribed about the Kickstarter?
I mean, I wouldn't have known about it if I hadn't for some reason decided to visit the forums in the middle of my lesson.

plz don't tell my parents

We're going to be sending the emails on our mailing list out tomorrow once it goes live.

988 6974
  • 6 Mar '17
 marox — Project Lead

@Jax said:
Marox, is the alpha going to be closed or will it be accessible by backing the KS? I think if it's going to be a closed alpha, then sure it could be earlier to help with the Mordy addicts' itch, but as you said a lot of people would get annoyed with an earlier open alpha and what would be, in their eyes, would be a lack of progress.

It will be accessible by backing the KS. We'll make it clear the alpha will be a little bumpy and lack some features, with the focus being on testing/breaking combat.

988 6974
  • 5 Mar '17
 marox — Project Lead

@SirZombiethe3rd said:

@marox said:

@Garou said:
1488737981546.jpg

He actually has a physics ragdoll, but the shot was taken while not in play mode which caused him to t-pose.

That it is even more awesome. Do arrows/thrown weapons affect him?

Probably. I actually never tried on a skeletal mesh other than players, since they're not usually used as world decoration. I guess I have some testing to do ;)

988 6974
  • 5 Mar '17
 marox — Project Lead

@DerFurst said:

@marox said:

@Garou said:
1488737981546.jpg

He actually has a physics ragdoll, but the shot was taken while not in play mode which caused him to t-pose.

These shots are still in-game I hope, rather than in-engine

Yes, they actually look better when in playmode, don't know why these were taken while not in play mode.

988 6974
  • 5 Mar '17
 marox — Project Lead

@Garou said:
1488737981546.jpg

He actually has a physics ragdoll, but the shot was taken while not in play mode which caused him to t-pose.

988 6974
  • 5 Mar '17
 marox — Project Lead

@Knight of Templar said:
How long does kickstarter last for?

30 days

988 6974
  • 2
  • 5 Mar '17
 marox — Project Lead

After a lot of hard work, Mordhau is finally coming to Kickstarter on Wednesday, 8th March 2017 @ 4PM UTC. Thanks for supporting us all this time, we're excited to reveal what we've been working on. Help us out by spreading the word & tell your friends to be there the day the campaign launches!

As a sneak peek, here's some of our newer work, more will be revealed leading up to the Kickstarter, and with the Kickstarter itself you can expect quite a few surprises!

5.jpg
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1.jpg

988 6974
  • 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

988 6974
  • 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!

988 6974
  • 1
  • 13 Dec '16
 marox — Project Lead

Thanks to everyone's support we broke into the Top 100! Now the second phase has begun and you can cast your votes for Mordhau again by clicking on the vote button that's on our IndieDB page:

Vote for us in the 2016 Indie of the Year Awards

Let's try to get Mordhau into Top 10

988 6974
  • 1
  • 4 Dec '16
 marox — Project Lead

@VCliff said:

@marox said:

1.png

A catapult which you can push around the map, to find that perfect spot to rain destruction from. Or just be an ass and drive it off a cliff.

Thank you based devs.I also like that you guys take your time for the Kickstarter even if there is some pressure from the community.

A few questions
Will the catapult work like in C:MW wit splas damage?

Not as much splash probably, but yes. I'm personally not a fan of it, but it's necessary to make catapults even usable.

What other Siege Weapons are in the making?

The ballista is already done, but that's a stationary one. A big part over the past months was upgrading the vehicle code to accommodate things like moving vehicles that may not act or be shaped like a character. This way, extending it to catapults, and later on (maybe) things like siege towers, rams, etc is relatively easy and quick.

The vehicles support a kind of separation between the vehicle and player, e.g. the catapult is not just the camera switching to a car. You still look around with the mouse, other players see your character turn as he looks about. On some vehicles, you may even retain control over attacking and blocking in a limited manner -- siege ladders are an example of a vehicle that could allow this.

Will there be vehicles who need more than 1 operator?

We'll see! There's support for it, but we haven't tried it yet.

988 6974
  • 3 Dec '16
 marox — Project Lead

The first phase of the IndieDB awards voting process for 2016 has started. Make sure to cast your vote for Mordhau by clicking below:

Vote for us in the 2016 Indie of the Year Awards

Let your friends know, too!

Many of you have been asking us what's up with our kickstarter campaign. We're still working diligently to get everything ready as soon as possible, but it's not there yet. Regrettably, we won't be able to hit 2016 as we'd have hoped. We know this is disappointing to some of you, and we apologize for missing our mark. This is in part due to some delays on our part, in part due to December rearing its ugly head, with holidays and spending sprees that would invariably take away attention from the campaign. Put simply, we've only got one chance to do this right, and we don't want to blow it -- and we know you don't want us to, either. The campaign is coming, and we'll keep you updated, but we'll let you know once we're 100% sure we can hit a specific date.

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Among other things we've been working on a new environment to show off, this one's a larger map with a small village and a castle (not in view), and a cozy little stream.

1.png

A catapult which you can push around the map, to find that perfect spot to rain destruction from. Or just be an ass and drive it off a cliff.

2.png

3.png

And some prototyping work on character aging. Just another thing you can customize. Here's how it looks inbetween:

charage.gif

988 6974
  • 28 Jul '16
 marox — Project Lead

@Etrius said:

@crush said:
The lute.

Can you use the alternate grip to bash people's faces in with the lute?

You read us like a book.

988 6974
  • 28 Jul '16
 marox — Project Lead

@mrjoe said:
What was the surprise Neo was hinting at?

Before you go crazy trying to figure it out, not even we know what he was talking about.

988 6974
  • 28 Jul '16
 marox — Project Lead

It's taken us a bit longer than we anticipated, but the third developer blog is finally here! This time we're showing off the vast customization options that the player has available in Mordhau. Check out the video below:

Unrelated to the devblog, we've also been cleaning up the forums a bit for the past month. You may have noticed some filler posts getting deleted to make topics more readable. Please keep things tidy in the regular forums, use Off Topic for your memeing needs.

As always, thanks for the awesome support guys!

988 6974
  • 17 Jul '16
 marox — Project Lead

Also with plenty of raw gameplay footage:

988 6974
  • 20 May '16
 marox — Project Lead

@Ares said:

@marox said:
It supports it just fine, the player possesses the vehicle/emplacement and lets go of the original character. Upon leaving, the character is possessed again.

i knew it, marox sold his soul to the devil to create mordhau

It's true, I've drawn many pentagrams, err, I mean Petersen graphs in the past.

988 6974
  • 20 May '16
 marox — Project Lead

@banMordhau said:
@marox I follow early development of another game built in UE4 and they've struggled for a month building their own netcode system to handle "emplacements" (essentially the same as vehicles except you only interact with them and not move around). They said UE4's netcode doesn't handle vehicles or interacting with "emplacements". How did you manage to get ballista working with UE4 netcode?

It supports it just fine, the player possesses the vehicle/emplacement and lets go of the original character. Upon leaving, the character is possessed again. If you only need interaction, then it's even easier, and it can be as simple as sending an RPC to tell the server you want to do something with an actor.