Combat Video!>1!! 4 Realz this time!

This is a truly amazing video.
The game looks a lot better than TQ (not that TQ looked bad). The environment is so much more lively.

I basically agree with most of the criticism here so nothing to add there.

What I especially love:

Poison Puke - it looks so cool
Canister Bomb - fk yeah bombs. It is flying a bit slow though. Are there different types of “grenades”?

For body duration couldn’t you make the dissolveEffect into like a dissolvepack.dbr that decays in say 2-3 timed stages. The skin could decay or melt rather quickly and just leave some bones and a pool of goo or blood. It would be less draw cells, dunno if the effect of a ton of bodies turning into goo would be more of a performance hit than a ton of corpses laying around for an extended period. I see they do kind of dissolve this way they just disappear in short order.

Just an idea, dunno if its possible or would take to much time to rework the dissolveEffect code + making a bunch of animations (although you could make a few standard ones for like, goo, blood, guts+goo etc just to get them in). A .dbr format for it though would let you randomize a bit by adding in different entries for different stages of decay + having a time entry for each stage.

Also, just my preference. Is it possible to show all damage instead of just crits? Even DoT’s and what not would be sweet (like heals in green). I know its a code change from TQ, but seeing DoT’s would be sooo nice, even if it is a number flood. Some of us like to see what everything is doing damage wise >_>.

The knockback made it in?! Heh, didn’t even notice that… and knockback based on physics rather than animation? That’s even more awesome! This is really shaping up to rock the foundations of what is still referred to as the Diabloclone genre…

I hope the vid brings a lot more attention to this amazing indie title.

If a picture is worth a thousand words then a video is worth about a ten press releases.

:smiley:

Pretty sure it was knockdown, not knockback.

W O W

Watched in on my 1080p projector last night. Looks AWESOME! It would be great to get a downloadable version of that movie, especially in 1080p, if that’s possible :smiley:

Only thing that stood out for me were the meat chunks. I’d like to see different shaped bits, a bit more random stuff

Like some others in this thread I’ve not posted before but got a legendary key, so can’t wait to try out the alpha. Been hunkering for a good ARPG!

Maybe include it as an option in the graphics settings? I just built a Sandy Bridge 3.4 GHz system with 8GB RAM and an ATI 5870 in it hooked up to that 1080p projector. I’m hoping it can handle quite a few bodies lying around

Recently installed TQ and did notice there’s quite often a little stutter that I’m gonna have to see if I can get rid off. Hopefully Grim Dawn will run butter smooth :wink:

Keep up the great work!

Thanks for posting the combat video!

I like the Victorian settings, the environments, the sounds, the physics, the atmosfear… however, I can’t help but to feel that the skills used looked… emm uninteresting… since I haven’t played the game myself, I can’t judge about the effects of the skills… so that leaves the visual representation of the skill: that “force push” skill is barely visible put it seem enemys die immediately after being hit, the charge skill looks kinda bland, the orange aura is way too big for the effects it gives (more damage? and offensive ability?).

But that’s just me =)

Yeah I guess technically if you consider knockback as knocking back enemies but leaving them on their feet, this would be a knockdown.

It is in fact physics based. So like with the battle shout the way it is now, it has knockdown but no damage, so enemies just get knocked flat. In skills with both knockdown and high damage, they go flying. So if you hit some guys with a grenado and they aren’t killed, they’ll go flying across the screen, land stunned for a while, then get back up and return to the fight.

Really, the best part about the physics is the funny and awesome shit that can happen. This video was the best combination of cool moments without the enemies misbehaving / my doing stupid things as a result of the pressure of trying to keep up constant action, look cool, and fight the control lag caused by the video capture. An example of me doing something stupid would be at 0:43 where I almost attack the bookcase but then veer off. I should have just smashed it but I didn’t realize I had clicked on it before I clicked again in the other room. Other mishaps include accidentally bringing down the developer console with ~ instead of hitting 1 for shield hammer, dying because I couldn’t see my health, attacking enemies that had already died a split second earlier, etc.

However, some of the reject videos did have some really awesome, unique moments. There was one where I criticalled the mutant and managed to send it flying into a hole in a house wall where it’s head got stuck so the body ended up dangling down. In another I blitzed 3 zombies and managed to score a “field goal” by sending them flying up and over a house wall, through the destroyed roof. A couple times I hit a zombie right as it was vomiting causing it to fly back with a jet-trail of puke. It is also possible to “juggle” enemies by hitting them again while they’re in the air and adding even more physics power to their flight, however, it is very hard to do - although very funny when it happens.

I’ve seen some people, mostly on facebook, complaining about the exaggerated physics. While I think some aspects of the physics behavior could use some tweaking, I find the exaggeration creates all kind of unique and often awesome / hilarious gameplay moments. Though they may not be 100% realistic (although some pretty bizarre stuff can happen in real-life) I find that they really add to the fun of the game for me. Earlier on in my gaming career, I was always critical of such things in other games but I always laughed and got enjoyment out of it. Eventually, I realized as a designer that, though I might be critical of the absurdity, those moments were really memorable and were increasing my enjoyment of the game. When I think about this sort of phenomenon, I always think of Rainbow 6 Vegas where the enemies had a huge range of V/O callouts and they could sometimes combine into really funny combos like “I’m out of ammo!” followed by another enemy saying “F-you!” or the ultimate “I miss my kids!”… wtf? lol

I played that for a while with one of the other designers at ILE and we used to run into a building, shoot all the windows to aggro the enemies, and then sit in a room with 1 entrance and just mow them down in a giant, wriggling pile of writhing physics-busted corpses. There were moments were I laughed so hard I cried. Two Worlds was kind of the same for me.

So, we’re trying to make a semi-serious game and we aren’t going out of our way to add in any sort of lame, goofy humor but we also want to make the game as ridiculously fun as possible. To that end, if something is making the game more fun, we really don’t want to remove it. I’m happy to have people scoff a bit at some of the physics if they end up having more fun while they’re doing it. I dunno, I think people will be pretty pleased when they get to play it. With TQ I was motivated to play for the character progression and loot. The combat often felt really slow and boring though, so it was sometimes a grind to push on to the next level. With Grim Dawn, we have the great character progression and loot but it is also really hard to stop playing. Even after dozens and dozens of repetitive run-throughs doing the exact same thing trying to get a good take for the video, sometimes after I decided a run-through didn’t cut it, I’d turn off video capture and still keep playing for a while because I just didn’t want to stop. The combat may look over the top at times but, I assure you, it is really, really fun. :smiley:

Favorite part of the video: 1:25, where you’ve semi-stunned the gazer and it just turns its eye the moment before you waste it. SO funny!:smiley:

Next: Some attempted constructive critzism:

I agree about turning down aura visuals a bit, about the little excessive and little bit too chunky gibbing - although it does feel good. most have been said about this video, soo…

1st cent: I really like the delay of some of the larger skills, like the grenade and the ‘cleave’. it gives a nice change of pace and great feeling of utilizing powerskills vs speedskills. The more varied anything can get, the better, and this seems to be a rather simple way - resourcewise for you (?), if I’m not mistaken.

2nd cent: At 0:54 the poison zombie goes flying, if possible could you add an ‘uppercut’ animation to the club weapons, would fit the effect/result perfectly :wink: You’ve already implemented overhand strike, lateral fore- and backhand nicely.

Crate on Big-time! Great work

Hey Medierra, (or any Crate employee)

Any chance on an ETA of the Alpha?

Just so I know when to put in my $48.00

:slight_smile:

Fixed it for ya!

Hitting enemies mid-air, lol :slight_smile:
First smash them in the air, than follow up with a mighty smash skill… can’t wait.

Glad to read you guys aren’t sacrificing fun for realism, but I already had that hunch. It’s also good to know you’re still enjoying the playthroughs, heh.

A question on many people’s minds… including our own! :stuck_out_tongue: As you can see in the video, the core gameplay is quite far along but we still have a lot of content to build.

I updated the FAQ today to help answer this, at least in as far as we can provide an answer.

http://www.grimdawn.com/about_faq.php#q12

From what I’ve seen today, I think you’ve really nailed the ability to have fluid combat flow while keeping things dynamic and changing. I really really like the fast pace, the constant mobs, and the ability to keep moving from combat scene to combat scene (all without worrying about potions)!

I’m also very pleased with the mob mixes I saw. You’ve really expanded the drop and spawn potential past TQIT. GD is definitely looking like a first-class fast-paced ARPG that might actually get away with health pots.

One question: Does the same mechanic work for mana or will we be worrying about mana pots?

Dejnov.

Have you guys been taking lessons from Blizzard?

We think it will come out in 2011, no wait it won’t, wait yes… possibly.

slams head on desk

At this point I just want to know when alpha begins :smiley:

For the most part, no… although it depends on your build. Energy doesn’t fast-regen when not in combat like health but the base regen rate is much faster than TQ and putting points into spirit has a much greater energy-regen payoff than INT did in TQ. Also, putting points into spirit raises your energy pool at the same time. There is also the expected range of energy regen enhancing items to further bolster it if you either have a super energy-intensive caster or prefer to use equipment to boost regen over putting points into spirit.

yes :stuck_out_tongue:

Just so I know when to put in my $48.00

Why does it matter? If you put in now or later, it’s still 48$. Might as well do it now to get it over with, don’t pretend like you DON’T want it.

How could have I missed it… To be honest, that attack at 0:34 is pretty ridiculous, in kind of a funny way. :smiley:

It’s like a shockwave is coming from the player’s abs (or crotch) instantly to one-hit the enemy. It would look way cooler if the character actually performed some sort of sweeping strike that sends that wave flying instead of it instantly coming from… your body.

Ahh, now I can’t get it off my head. :stuck_out_tongue:

looks amazing guys!!

OMG, I think I wet myself. :stuck_out_tongue:

The video looks AWESOME!
But if I could nit-pick one thing, it would be that the gibs seem to be a little over the top. I personally don’t mind gibs, and actually like it, but it seems a bit over-kill at times. I think the main reason for thinking this is because all the gib peaces look the same. it would be nice if there were some identifiable pieces in there, such as a hand or a foot with the bone sticking out, maybe some guts…something. As it is, it just looks like a bunch of indiscriminate & unidentifiable pieces that look all the same. I could understand it from the blob looking enemies, but not zombies and the like.
Making some of the gib peices look recognizable would add more immersion & look really cool.
Just saying.

^ But that’s just my humble opinion anyway.

Still looks incredibly fun.
:smiley: