233342 Bullies, 3613 online  
  • Register
Our Sponsors:

Results 21 to 27 of 27
Page 3 of 3 FirstFirst 123
Sponsored Links Spacer Image
  1. DdlR is offline
    DdlR's Avatar

    Light Heavyweight

    Join Date
    Apr 2005
    Posts
    4,778

    Posted On:
    7/03/2012 2:48pm

    supporting member
     Style: Bartitsu

    --
    Hell yeah! Hell no!
    http://www.kickstarter.com/projects/...g/posts/259624

    This will probably be the final technical update of the CLANG Kickstarter campaign, thoroughly answering the #1 question the development team is being asked (specifically, "what happens when the two swords meet?") via detailed text and demo. video featuring Neal Stephenson, Guy Windsor and Devon Boorman. They're making the point (obvious to martial swordfighters, but not so much to gamers) that "swinging for the fences" and over-committing actions is not the way to actually survive a longsword combat.

    There are five days left in the Kickstarter campaign and it is, at present trending towards just hitting the $500,000 goal - http://www.kicktraq.com/projects/260688528/clang . As a reminder, if the campaign succeeds in gaining that level of funding, the game will be made; if it misses, by however small a margin, no money changes hands. Another reminder; the longsword game is a prototype towards a MASE (Martial Arts System Embodiment) system that can potentially be modded to incorporate virtually any specific fighting style.

    Please help spread the word for this final push; the CLANG project Kickstarter page is at http://www.kickstarter.com/projects/260688528/clang .
  2. DdlR is offline
    DdlR's Avatar

    Light Heavyweight

    Join Date
    Apr 2005
    Posts
    4,778

    Posted On:
    7/08/2012 3:12am

    supporting member
     Style: Bartitsu

    --
    Hell yeah! Hell no!


    Neal S. posts a final promo. video from the CombatCon event in Las Vegas, with "help" from the fight guys from Lord of the Rings, Star Wars and Thor.

    With only one day to go, the campaign has hit the $500,000 target; thanks to all who pitched in. Now, roll on the game!
  3. Tameshiwhaty? is offline

    Registered Member

    Join Date
    Jun 2012
    Location
    Washington
    Posts
    163

    Posted On:
    7/08/2012 4:10am


     Style: Shotokan

    --
    Hell yeah! Hell no!
    Quote Originally Posted by DdlR View Post


    Neal S. posts a final promo. video from the CombatCon event in Las Vegas, with "help" from the fight guys from Lord of the Rings, Star Wars and Thor.

    With only one day to go, the campaign has hit the $500,000 target; thanks to all who pitched in. Now, roll on the game!
    I love how he keeps a strait face through the whole thing lol.
  4. DdlR is offline
    DdlR's Avatar

    Light Heavyweight

    Join Date
    Apr 2005
    Posts
    4,778

    Posted On:
    4/08/2013 7:54pm

    supporting member
     Style: Bartitsu

    --
    Hell yeah! Hell no!
    The first footage from the CLANG game is now online: .

    Even at the Alpha-test level, this is easily the most realistic-looking swordfight simulation I've ever seen in a video game.

    Here's some commentary from the lead programmer:

    Quote Originally Posted by Tameshiwhaty? View Post
    This is not your Soul Calibur

    .. or Street Fighter or Mortal Combat for that matter.

    I came into this project with a pretty strong notion of what a fighting game
    should be. I’m used to having two characters facing off playing idle animations
    with weapons held out front. Each attack then consists of a wind up, a cut and
    a recover. The game becomes one of recognizing frames of animations and
    reacting appropriately - player A presses button to attack, player B presses
    button to respond; results all come down to timings encoded in the animations
    themselves. This has provided endless hours of fun.

    With CLANG, we want to support fighting styles that have not yet been
    implemented or perhaps even imagined. This means we cannot simply encode
    animations with typical cancel windows, priorities, etc. Instead, we are
    letting arbitration fall to physics. This allows us to do lots of neat stuff
    like making the location you get hit important, knocking off armor pieces, etc.,
    but ultimately it creates an even playing field for all manner of future
    techniques.

    It also turns out that holding your sword out in front of you in a typical
    fighter game idle stance makes it real easy for your opponent to snipe your
    hands causing you to drop your sword. In real life, if you have to wind up for
    your attack, you’re already dead!

    The first fighting style we are tackling is Fiore’s longsword, which identifies
    several stances or “guards” where you’re basically already wound up to attack.
    A typical starting point is with the sword up over your shoulder like you’re
    winding up to swing a bat, but there are others where you start with the sword
    low and pointed at the ground to swing up like a golf club. In the story-game,
    we will have trainers (think Ra’s al Ghul or Obi-wan) that you’ll have to travel
    to learn and unlock these guards and their associated set of attacks for a
    specific fighting style.

    However, what this all does for the game, is instead of exchanging button press
    for button press, combat becomes more of a dance; it becomes strategic. Player
    A settles into a guard, player B adopts a good defensive guard in response.
    Player B shifts around to the left requiring player A to shift stances. Player
    B takes this opportunity to attack.

    In a typical fighter, you start with three basic attacks: low punch, high punch
    and kick (or some similar set), and the explosion of complexity comes from
    chaining one attack to another (often modified by movement). When we switch
    away from the gamepad to motion controls, we leave behind its limited set of
    face buttons opening up the physical space around us for selecting guards (we
    have seven that we’ve started with). From most guards, you can perform a low,
    medium or high attack, but through the magic of animation blending and inverse
    kinematics you can perform anything in between as well - discrete attacks become
    continuous analog motion. If you want to get extra fancy, perform a “reverso”
    attack behind your head and down the other side.

    But this is just the opening salvo. The complexity explosion instead happens
    when sword connects with sword. Fiore calls this “incrosada” - the crossing of
    the swords. From here, there are many options based on the physics of the
    situation - mostly involving who has leverage over whom (where the swords are
    touching relative to each other, if swords connected to your left vs your right,
    etc.). Options include stuff like grabbing the sword with your (gauntleted)
    off-hand, and doing some crazy arm-bar maneuver that I’ve never been able to
    follow, but results in the other dude dropping their sword. We might get to
    this, but in the initial tech demo we are only providing three basic options: a
    pommel strike to the face, a cover and cut, and the most typical response: a
    simple thrust to the face/chest. These are all triggered and controlled using a
    combination of movement and hydra input.

    Hopefully this gives you a little bit better idea of the direction we are taking
    things. It’s easy to look at what we have right now and only see it as a
    simulator. We’re starting from grounded techniques that we know work in order
    to support a common playground rooted in physics for disparate fighting styles
    to interoperate. We feel we need to get this right before layering on the more
    traditional trappings of a game, but our ultimate goal still is to craft a fun
    and compelling experience to share with all of you.
    I regret that it sounds as if the close-quarters options are going to be limited to a few simple actions during the first release, but take heart in that the plan is to continue to develop CLANG and to offer the software to other developers, towards more advanced and different applications.
  5. DdlR is offline
    DdlR's Avatar

    Light Heavyweight

    Join Date
    Apr 2005
    Posts
    4,778

    Posted On:
    4/10/2013 11:04am

    supporting member
     Style: Bartitsu

    --
    Hell yeah! Hell no!
    Hopefully I have the video link problem sorted out:

  6. 265lbsfist is offline

    Registered Member

    Join Date
    Mar 2008
    Posts
    211

    Posted On:
    4/10/2013 9:57pm


     Style: BJJ/MT

    --
    Hell yeah! Hell no!
    Quote Originally Posted by DdlR View Post
    Hopefully I have the video link problem sorted out:

    Nice!

    Too bad I'm too late to contribute to the fundraising.

    This should also be done for unarmed combat as well IMO.
  7. DdlR is offline
    DdlR's Avatar

    Light Heavyweight

    Join Date
    Apr 2005
    Posts
    4,778

    Posted On:
    4/10/2013 11:47pm

    supporting member
     Style: Bartitsu

    --
    Hell yeah! Hell no!
    Quote Originally Posted by 265lbsfist View Post
    Nice!

    Too bad I'm too late to contribute to the fundraising.

    This should also be done for unarmed combat as well IMO.
    I think there's some kind of PayPal setup for late donations, and AFAIK profits from sales of the Alpha test version (probably via STEAM) are going to be put back into game development, which will presumably include other fighting styles.
Page 3 of 3 FirstFirst 123

Bookmarks

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

Powered by vBulletin™© contact@vbulletin.com vBulletin Solutions, Inc. 2011 All rights reserved.