View Full Version : Ripper in motion
Hey Friends,
Here is a small, very small Ripper showcase movie: Ripper Page (http://www.worldshift-game.com/index.php?option=com_content&task=view&id=36&Itemid=78)
Nice! Though I do hope enemy soldiers won't just stand on one place while they're being shredded by those Rippers.
Oh, and that soldier falling from the cliff - great! :go:
Hooray! My wish is come true! Thank you BSS!
Nice fireworks, fellows. When I saw The Ripper I thought to myself: it looks like a predator, born in a factory, searching for prey :cool: . The death animation of the falling trooper was great, but I was thinking something else. Could you rise the level of gore in certain situations: death by Ripper, granade, artillery and so on.
PS: I'm not a psycho, I feel robbed when played HL2. Nice graphics, but I missed big, red clouds of blood and bone after rocket blast in HL1.
Excellent! It just keeps getting better and better.
I know it would be kind of hard to code in, but what would be really nice is that when a ranged unit(one with a rifle) is being attacked by a melee unit like the ripper, the ranged unit instead of standing and firing in place would try to knock down the enemy with it's weapon and run back and fire? Or at least make it fight back using melee instead of standing still and firing.
Also, is there any hints of the release date? Sometime around the summer or fall of 2008 or beginnings of 2009?
OK.....
Great work BSS, just two mistakes :
In this scene :
http://i20.photobucket.com/albums/b215/pa-pa-pa/Worldshift/Screen101.jpg
Sorry, but.... Awful animation... :mad:
You should really do something about that ... :confused:
And here :
http://i20.photobucket.com/albums/b215/pa-pa-pa/Worldshift/Screen111.jpg
... It just looks too steep (and looking at the pic... it doesn't look pretty good... :confused:
Again, sorry for the criticism...
But everything else seems pretty sweet :go:
Very nice, mates!
The scene with the soldier falling is really awesome!
Keep up :)
Oh, man...
Why every time we get an update I write something long, mainly with pics included, and every time, nobody even thies to read my work... ? :S
(Well, usually it's longer :p)
Richard
10 Nov 2007, 04:47
because your posts are directed to the dev team?
I try not to care about the little details that you usually point out. The game is still on its early stages after all.
Nomen Nescio
10 Nov 2007, 11:01
Good:
Quality of model and texture
Ambient animation when standing and walking around
Bad:
Looks silly, even more then trooper who fires watergun. Animation is completely disconnected from action around the unit and the action of the unit itself
"Hands" move too fast, there is no feel of power of the strike. There is no feel of ripping and sharpness of the blades. It should strike much less often with much more "body" movement added to the strike so it would feel powerful as body weight is added. Now it looks like a girl swinging at daddy for not getting candy. I would rather see wide sudden swing of alien predator with unhuman force somewhere from side and up.
Trooper who gets attacked is just like "look at me ma, im on tv" - totally no response on ripper hits. You have rag doll on corpses, but you living men are like ghosts.
I do understand that it most likely connected to unfinished work, but this is how I feel about it now. In fact, considering trooper movie, I think you might seriously lack interaction between units and situation. I would make trooper kick and try to run away a bit from rippers instead of standing like dumb tree, I would make ripper to be knocked back from rifle fire and try to run around a bit. Even if its not affecting the damage both units take, it does not matter, visually just create some living believable interaction between unit and surroundings.
ezsteel
10 Nov 2007, 19:28
Good:
Quality of model and texture
Ambient animation when standing and walking around
Bad:
Looks silly, even more then trooper who fires watergun. Animation is completely disconnected from action around the unit and the action of the unit itself
"Hands" move too fast, there is no feel of power of the strike. There is no feel of ripping and sharpness of the blades. It should strike much less often with much more "body" movement added to the strike so it would feel powerful as body weight is added. Now it looks like a girl swinging at daddy for not getting candy. I would rather see wide sudden swing of alien predator with unhuman force somewhere from side and up.
Trooper who gets attacked is just like "look at me ma, im on tv" - totally no response on ripper hits. You have rag doll on corpses, but you living men are like ghosts.
I do understand that it most likely connected to unfinished work, but this is how I feel about it now. In fact, considering trooper movie, I think you might seriously lack interaction between units and situation. I would make trooper kick and try to run away a bit from rippers instead of standing like dumb tree, I would make ripper to be knocked back from rifle fire and try to run around a bit. Even if its not affecting the damage both units take, it does not matter, visually just create some living believable interaction between unit and surroundings.
You have some valid points if you are speaking about a realistic simulation. Last time I checked this was an RTS game we were talking about. ;) Probably with hundreds of units and thousands of interactions. I do not want my troopers to lose precious time flinching on damage, reacting on razor blades and shits. I want them to FIRE unless I order them otherwise. I do not want my troopers to run away from the rippers. I do not want the game to do my units micromanagement for me. Flinching is valid if and only if it is a gameplay mechanic; meaning that melee damage interrupts actions which is a game design decision and not an artistic one.
That said, I won't mind some animation eye candy as long as it is not interfering with the gameplay.
Nomen Nescio
10 Nov 2007, 21:40
Last time I checked this was an RTS game we were talking about. ;) Probably with hundreds of units and thousands of interactions. I do not want my troopers to lose precious time flinching on damage, reacting on razor blades and shits. I want them to FIRE unless I order them otherwise. I do not want my troopers to run away from the rippers. I do not want the game to do my units micromanagement for me.
last time I've checked rts progressed a bit since original c&c, look at company of heroes for instance. Soldiers will hit the dirt to get prone under fire, they will run for better cover if anything is near, the explosion near by will shatter a unit and throw people to the ground, they will react like men to enemy and enviroment not dolls. Does it affect gameplay? Not that much, does it require more player micro-management slightly sometimes. Does it add HUGE amount of realistic feel into the game - yes.
Then you do something new you should at least try to make it better, I'm not saying BBS is not trying, I'm saying it could be imporved a lot in the area of unit animation depending on ingame situation.:)
I'd have to agree with Nomen Nescio on all points...
About the micromangement- as far as I know WS is more than "gather resources, build a factory, produce huge amount of tanks, level the enemy base" RTS. As far as I know such small things like: backstep, fire from cover, ambushes will make the difference between WS and WH 40K, SC2, WC3 and other fantasy RTS.
I'm sick of interpretations on WW II. In one single year there is more WW II games than sport simulators. And there is something good about these games- they evolve. In each new WW II game there is something revolutionary, but why? Competition. For more money if you like. Just show to the gamers your game represents new kind of experiance, thrill, value and you are great developer.
Of cource, the medal has two sides. What lies behind the sucsess of Blizzard? One answer: Simplisity, covering deep gameplay. Does dwarf rifleman step back to return fire? No. As my friend said ones: WC is easy game to learn, and difficult to master.
ezsteel
11 Nov 2007, 16:18
llook at company of heroes for instance. Soldiers will hit the dirt to get prone under fire, they will run for better cover if anything is near, the explosion near by will shatter a unit and throw people to the ground, they will react like men to enemy and enviroment not dolls. Does it affect gameplay? Not that much, does it require more player micro-management slightly sometimes. Does it add HUGE amount of realistic feel into the game - yes.
Imagine all of this in SC or WC3. It will ruin them because these games are ALL ABOUT micromanagement. From what I've seen and read WS is probably closer to SC than to CoH.
This is a game ffs, not RL simulation. Games have rules, if realism screws the rules then ignore realism.
As far as I know such small things like: backstep, fire from cover, ambushes will make the difference between WS and WH 40K, SC2, WC3 and other fantasy RTS
I haven't seen anything about fire from cover, ambushes and backsteps and I've read almost everything I could find about this game. Do you have any links confirming that?
jediguardian
11 Nov 2007, 16:29
Imagine all of this in SC or WC3. It will ruin them because these games are ALL ABOUT micromanagement.
Nope, Starcraft can be played with micro or macro(or both). WC need much more micro because every single unit has 245325 spells/abilities.
OK.....
Great work BSS, just two mistakes :
In this scene :
http://i20.photobucket.com/albums/b215/pa-pa-pa/Worldshift/Screen101.jpg
Sorry, but.... Awful animation... :mad:
You should really do something about that ... :confused:
And here :
http://i20.photobucket.com/albums/b215/pa-pa-pa/Worldshift/Screen111.jpg
... It just looks too steep (and looking at the pic... it doesn't look pretty good... :confused:
Again, sorry for the criticism...
But everything else seems pretty sweet :go:
I agree. But as I usually say "It is still work in progress". Just don't forget to fix it ;)
I haven't seen anything about fire from cover, ambushes and backsteps and I've read almost everything I could find about this game. Do you have any links confirming that?
You've misunderstand me, I have to underline word "Will". That's my desire, unfortuantely. Let's pray for these "small" improvements. I don't want WorldShift to drown in the ocean of RTS coming every month. I wish to raise attension, and the other said: "Damn, this is pretty good; I've never expect such a thing..." and so on. That's it.
tenax, forgot to mention TW. :P
ezsteel, hope, WS won't be like SC...!
Argh...
Am I missing something here?
Since when is the game called WC?!?!
jediguardian, my point exactly. ;)
I just use diferend words :P
tenax (again :P), we all (or most of us) hope that the units will run for/take cover etc...
Though I wonder why noone said anything here (http://forums.blackseastudios.com/showthread.php?t=171)... :confused:
Maybe I'm mistaking and there are only a few of us... :?
Argh...
Am I missing something here?
Since when is the game called WC?!?!
Relax, man! WC is for WarCraft...
PS: I was thinking about TW series, but they are different stuff, maybe...
Hahah, I see... :cool: (I touth sometnig else, but... you don't want to know about it :cool: )
"TW series" ... ?
"TW series" ... ? Total War, right? Shogun, Medieval 1&2, Imperial Glory, Rome
Imperial Glory? I don't think that's part of the TW series. At least the next project, Empire: Total War, is still in progress...
Richard
13 Nov 2007, 16:44
Imperial glory has nothing to do with TW. 2 different developers.
HAHA, guys... :eek:
TW stands for Tiberium Wars :cool:
That's the latest RTS from the C&C series.
jediguardian
16 Nov 2007, 20:13
Nope, TW is Total War. C&C TW is for Tiberium Wars ;)
TIABS
to all those who don't iunderstand my abreviation: this is all bullshit :D
Frankoman
16 Nov 2007, 22:15
This is why I don't use abreviations.. Or I am specific (RTW, MTW2, STW...)
TIABS
to all those who don't iunderstand my abreviation: this is all bullshit :D
Well, we need something to talk about... ;)
Well, we need something to talk about... ;)
I know, I just meant all those abreviations.. even those who use them don't understand them :D
that was the "BS" I meant, not the topic ;)
Ah, yes... Well, at least nobody's writing on 1337 yet! ;) :D
Well, my friends your wish is not getting true
S0 H0W 4re U M3 7RI3NdS?
Yeap, definitely need something to talk about... (or spam about...)
jediguardian
26 Nov 2007, 15:01
Time for an update?
Incoming ... something more than screenshots :)
Horeay!!
The truth, I just get an incoming nuke ... Bastard Russian...
jediguardian
27 Nov 2007, 20:37
Hehehe GO GO FRUJIN!!!
shinobi
27 Nov 2007, 21:10
Incoming ... something more than screenshots :)
Hell.. it's about time :p
jediguardian
30 Nov 2007, 14:43
Still waiting :bash:
jediguardian
13 Dec 2007, 20:33
And here...
How about this small thing while waiting?
http://shacknews.com/featuredarticle.x?id=712
They obviously had very short time, but still .. Ask me questions after you read it :)
shinobi
13 Dec 2007, 22:04
How about this small thing while waiting?
http://shacknews.com/featuredarticle.x?id=712
They obviously had very short time, but still .. Ask me questions after you read it :)
The screenshots in this gallery are simply amazing. The big bosses too. So we can expect the game in Bulgaria around April next year?
So we can expect the game in Bulgaria around April next year?
I can't commit to exact time at this stage, but it is not impossible.
Hmm, looking at those pics there, specifically the ones where the Humans are attacking some giant guy, I wonder: Will there be "areas of body damage"? Because I see they're all shooting him in the right foot at groin level, which normally is a bit silly. But if different units have weak spots (f.e. eyes are more vulnerable etc) and there is a way to make your troops concentrate fire on a particular spot of the body for greater effect, that would be cool. Otherwise, if units won't be able to concentrate fire on a designated body area, then, please, don't make them all shoot at one place (and especially not simply in the legs)!
turkeypuncher
14 Dec 2007, 13:18
I have to say that the pictures of the boss is absolutely awesome.:go: And to hear the possible release time to be that early is even better.:eek: I can't wait for this game to come out. There are some things that I would like to see though. In the article they talk about some of the abilities. I would like to see some updates on the website if possible. Being able to see these units from the other factions would also be awesome to see.
Uh, Frujin, if it's really plausable to get the game in March-April, that means we'll get the demo January or February, right? :D
Doesn't this mean we have to be getting more info now that we are so close?
(several months left, but that's good news)
Richard
15 Dec 2007, 22:27
Seen those giants, me wonder if they will simply sit there and shoot their giant guns or step on the enemy as well?;)
Seen those giants, me wonder if they will simply sit there and shoot their giant guns or step on the enemy as well?
Well, they do different things .. depends :)
jediguardian
16 Dec 2007, 01:16
I still wonder why the screenshots and THE AMAZING ARTWORK are not on the official website? And I figured out you have so many units already. Can't one of the team quit work for a few days to upload all the amazing stuff for us?
One last edit: This update has become as mythical as Duke Nukem Forever and the release of the KotF mod for Jedi Academy :bash: :eek: :D
Nonono .. we are just VERY busy those few days. There will be news as promised :)
Funny fact: We just updated how many statistics overall are modifiable for all the 3 factions' units with items and other spells/effects. And the number is ... 120! :eek:
Well, I'm still hoping Santa Frujin will give us all a BIG present for the holidays :cool:
shinobi
17 Dec 2007, 20:06
Well, I'm still hoping Santa Frujin will give us all a BIG present for the holidays :cool:
Santa Frujin - hahaha. That was good. BTW I hope too...
jediguardian
17 Dec 2007, 20:28
Ok at least we know you are still there :D I am waiting for Santa Frujin's presents :D