Chivalry: Medieval Warfare

Chivalry: Medieval Warfare

On The Edge
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Update: 29 Jul, 2014 @ 6:35pm

Update: 28 Jul, 2014 @ 3:35pm

AESTHETICS:

- Fixed shadows on Yarnu Statue

Update: 28 Jul, 2014 @ 1:10am

UPDATE!

The map is almost completely done, almost at the point I can say that it is at it's final version.

GAME-PLAY:
- Changed the BURN/KILL objective after the town center to a FIND AND KILL type of objective. As the objective was just a repeat of the first village objective. The replacement objective is designed to keep it interesting, but also spread gameplay out in the lower village.
There are now 5 NPC's placed randomly inside of the lower village houses, and Masons must break down house doors to find these NPC's.
Because of the random nature, every game should be different, sometimes you might find 3/5 NPC's in the one house, other times that are 5 separate houses being occupied.
These NPC's are traitors to the Mason order, as they are Agathian spies. These Traitors helped Agatha defeat the Masons in several locations and Malric wants them dead.
- Buildings can still be burned in the 2nd half of the village, however it is not a requirement.
It is also now more difficult to obtain a torch to burn buildings as it is no longer necessary to complete any objectives. And it would be easy for Masons to just burn all the houses to find traitors, rather than break down the doors to find them.
- Barrack spawn areas are now inaccessible to the Masons, and spawn point is concealed. Agathians can run to the door to be teleported outside, this will most likely change to be more obvious/intuitive.

AESTHETICS:
- I did a detail pass on all building interiors, so now they all contain beds, tables, etc.
- Added lights to interiors for ambience.
- Added doors to buildings.
- The small garden at the base of the hill in the 2nd half of the village is now joined with the cliff-side.
- Barracks now have details in them.

OPTIMIZATION:
- Changed some objects to not cast dynamic shadows, as it was unnecessary. But still many more objects where dynamic shadows can be disabled which should help boost performance further.

WHAT NEEDS TO BE DONE:
- Objects within buildings need to all be changed to interpActors, so that when a building burns, the objects can either be destroyed, or their material can be changed to a burning/burned material.
- Objectives need to be clear and concise for both teams, I can do this this on my own, but would love to get player feedback (which I seem to get none of :( ) so I can find out what is annoying and what is not.
- More performance optimizations by changing some objects to only cast static lighting, not dynamic also. There are many objects which the player can't really see or are not too noticeable, that can be changed to increase performance.

SPECIAL MENTION:

- Yarnu The Dog now has a dog statue that I modelled for him. It will hold random equipment each game
This was my first time modelling a dog, and my 3rd time modelling something organic, so please do not judge too harshly :P

Update: 27 Jul, 2014 @ 9:00pm

Update: 27 Jul, 2014 @ 1:46pm

Update: 27 Jul, 2014 @ 4:10am

Update: 21 Jul, 2014 @ 8:06pm

PERFORMANCE:
- Performance increase due to usage of LOD meshes on buildings within village. (Still more optimizations can be done by reducing dynamic lighting on objects)

GAMEPLAY:
- Added drop down rocks in the cliff that Masons spawn on inside of the village, so that masons can drop down to get torches without damage.
- Increased how many Mason's need to die before their captain spawns.

FIXES:
- Rocks in the forest now easier/smoother to walk on, but still not perfect.

Update: 20 Jul, 2014 @ 4:50pm

Update: 20 Jul, 2014 @ 4:19pm

Update: 20 Jul, 2014 @ 2:16pm