Hey I'm Jon McFarlane Community Video Manager here at Rare
where we're currently hard at work on Sea of Thieves
now we wanted to create this new series
to give you a behind-the-scenes look at
some of the work that was going on here at the studio
we hear from the community almost every day
that you want to know more about sword combat
so let's go speak to some of the developers
and see how it's coming along follow me
In you come
So I'm here with Design Director on Sea of Thieves Gregg Mayles
who if there's any man in this building who knows about swords
it's going to be you right
Let's hope so
So basically why are swords important in Sea of Thieves
I think when you think about a pirate the first thing that springs to mind
as well as a ship and treasure and gold is a sword
so a pirate fighting another pirate with a sword
has always been an important part of the vision
and a key player expectation as well
What can we expect from well what can players expect
is the first implementation of swords in the game
Yeah the first implementation is we just want to get
a sword into players' hands and give them an option
to engage with other players or cull skeletons
in a different way other than shooting a gun
as shooting a gun is a very ranged option
whereas a sword is right up close and personal one-on-one
so it's a very different way of engaging in combat
And what about in the future
what can we expect from swordplay
Yeah we want to start it from just getting the basics in
we want to expand it into a deeper system
which allows players to get better at it
work out how they use the mechanics to fight as a crew
trying to capture the vision of an exciting dynamic
sword-meeting-sword combat the 'ting ting ting' of the exchanges
and we want players to be using all the different environments
like on the ship jumping off the ship and then
the fight carries on in the water or you're up on a cliff
and you knock someone off over the edge
and you jump down onto the beach after them
and carry on the sword fight it needs to be this
flowing living way of fighting that's really fun
Okay so I'm here with Senior Engineer John Watkins
who is going to run us through exactly where we are
in the process of putting swords into the game
so we're talking a bit like a version 1
of the swords going into the game what exactly is that
Yeah absolutely so version 1 is pretty much
hitting things with swords
you've got the full suite of animations and sound effects
and particle effects and the feedback you'd expect
And what exactly does that look like in the game at the moment
It looks just controlling one person here you can go around
like I say hitting people you can also
by holding attack do a heavy attack
which does more damage and has a
slightly narrower hit detector on it
So we're seeing the feedback here so this is the third person
Yeah we've got two players running locally
but this would be much like what you'd see if you've got two clients
we've even got a spoofed latency in this
built-in as well so we can test that within the editor
so yeah we also have combo attacks where you do several
three here attacks as a combination
where if you keep hitting and you're in the middle of attacks
and you're hitting someone as long as you keep
landing attacks you'll start the next one in the combo
and you get a slightly quicker second and then third attack
as a result of landing a previous one
you've got this full-screen effect that also shows
the direction from which you've been damaged
so any time you receive damage from any weapon in fact
when this goes in we did this work particularly for melee
because it's so important to know when you're being hit from behind
that it's coming from behind it just immediately
gives you some more information if you see these indicators
that stretch out of the back of the screen
but that's for any damage source so the
same would be true for blunderbuss and pistol yeah
So it's fair to say that when this goes in
it's not like it's going in in an unpolished state
Sure
It's just a version of that there's going to be
more features added to it is that right
Yeah that's right there's a whole bunch more to come
the heavy attack is a good example
where we want to have knockback where if you're not blocking
and you get hit with one of these heavy attacks
which you really can see coming there's a
long warm-up animation involved right
so if you get hit with that you should feel like it's your fault
and as a balance for that we also have
the player getting sent flying
which is quite a disadvantage obviously and can result
in you being sent off the ship of off a cliff
and then taking falling damage further
or whatever else lots of different things
can emerge based on sending someone flying
so that's something that will come in later on
We're putting in this version 1 of it
what is the sort of feedback that we are looking for at this point
like what are we hoping to see from players
I think the balance of the weapons versus
balance of melee weapons versus other weapons
is something that we're interested to see
there's this thing that I think Mike Chapman
has spoken about recently you know
there's cannons and then guns and then swords
which you kind of expect but we want to make sure it sits well
within that overall vision of how it should be
when you engage another crew on your ships
So thank you very much for watching we hope you enjoyed
this behind-the-scenes look at sword combat
and remember if you want a chance to play
Sea of Thieves early and help shape the game
with features like sword combat
then sign up to our Insider Programme
thanks again for watching and we'll see you soon
Không có nhận xét nào:
Đăng nhận xét