Jaaxxxxon

Jaaxxxxon



10 Mar

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To clarify a bit on the question I'm asking at the end:

We're moving our meetings to every two weeks, so that way the devs can have more work actually done before reporting in. It's also helpful since for me the meeting is at 7/8AM, but for the bulk of the team it's at around 8PM. Makes life a bit easier for all parties involved.

This means that there can't be weekly dev notes; while I can see that there is stuff being done, I don't really have a ton of context aside from some commits to the internal build. When we do the dev meetings, I'll often ask a bit for some clarification on certain things and for the okay to share other things. Without that additional info, I run the risk of not accurately portraying what's going on - also, some things are being developed but don't show in the internal changelog until they get added to the build.

So, back to the question; since I can't give weekly updates on dev progress any longer, do you want:

  • Weekl...
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Originally posted by BurgerKid

I agree with this. Weekly threads are nice but if we can be more in depth every 2 weeks with some developer comments. This could be pretty cool. Jax is doing an amazing job in keeping us in the loop, I can’t complain about even MORE and in-depth community engagement.

Thanks yall :)

If we do weekly ones, every other post won't have dev notes. It's kind of a bummer, but at the same time it will be a bit less repetitive while also meaning that the dev notes will have a bit more 'meat' on them :)

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Hey all!

As usual, we'd love to hear your feedback on the game - any comments, questions, concerns, etc. are all welcome here; your feedback is extremely valuable to us and helps us massively with development. Like always, please keep comments on topic - and please be courteous to others. Thanks!

https://preview.redd.it/4y2w0zy56mm81.png?width=1920&format=png&auto=webp&s=29c4085fd3ffd06d9d8db3a0f2e1db231d7ccbee

As for development, here's a screenshot of what we've been working on for the past few weeks! Arid is coming along pretty nicely, especially with some improved workflows and also getting all hands on deck in terms of artists for development.

As you might be able to ...

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07 Mar

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https://i.gyazo.com/2910279860fee5b59f91e1d7b9efda11.png

every day :')

It was a weird loophole in some bot perms where it would reference everyone - sorry for the issue. It's fixed now though!

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Originally posted by Dinoguy666

Alright, thank you! I hope the bot will not be able to be abused like that again lol

Hope not! It was some obscure permissions loophole.

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We fixed it, unforeseen bot issue. :(


06 Mar

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Originally posted by Explorer_the_No-life

Will you give us normal votekick option in menu, so we can kick trolls and toxic assholes without need to look up console commands at net?

Will I eventually get German Kettle and Black Sallet in T3 versions with bevors?

Like others said, there's non-console votekick functionality. We do need to make things more visible and communicate these types of things to players, though.


03 Mar

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Originally posted by DaTrout7

For the eventual console port, will there be cross play as in pc vs console gameplay?

Will the game be balanced towards pc balance or mutual balance?

In my opinion I don’t think you can play on the same skill level on controller as you can on keyboard and mouse. Other games such as FPS games use things like aim assist which tends to cheapen the experience.

No crossplay for PC and consoles, getting parity between inputs isn't really possible.


02 Mar

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thanks for snitching :P

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Hey everyone, sorry for the late post!

Like always, we'd love to hear your ideas for the future of MORDHAU - any comments, questions, feedback, suggestions etc. are all welcome, and they help steer us onto the right track for development. Please be respectful to each other and keep posts constructive, thanks!

As for this week's development, no major notes; we skipped this week's meeting and we're reformatting how we do them in general to be more efficient. Expect notes to resume as normal going forwards though. With that being said, a few things that we've done this week are:

  • Arid: The new map is still our primary goal, and work continues on its development.
    • The castle section is getting more art done, such as lightmaps, details etc.
    • FL/INV are getting further development, with tweaks to the existing structure based on internal feedback.
    • The gatehouse area is being further developed; breaking the building into smaller ...
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23 Feb

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Originally posted by LSDPETERSLD

I vouch for: Options, just add what people say and add that in the list beneath "Team Markers" (or whatever was the option called)

U want armbands? Pick that choice. I want holo and outlines? I pick THAT choice. It's that simple

Well, at least they didn't remove the option to toggle team markers

So options are cool and we try to add them when we can, but from my understanding when we update the game or engine version it means that there are more things that need to be addressed and more potential points of failure. This doesn't mean we won't ever add any more settings, but it just means that we have to be a bit more conservative in that regard.

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Originally posted by Moholbi

Can you hint us what is the general purpose of changing the riposte animations? Just to make them more clear or is there gonna be a mechanical change?

More clear animations, for the most part, but we're looking at some general timing changes etc.

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Originally posted by Wide_Internet9512

It's likely incredibly low in priority. I would also love these to be added.

Yeah, going back and finding all the VA's and getting them to re-record lines is probably not gonna happen :(


22 Feb

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Hello everyone!

New week, same drill - if you all have any questions, suggestions, or general thoughts on the game, we'd love to hear them! Like always, please be civil to each other, and also keep things constructive - thanks! :)

As for this week, most of the work was on the armory and Arid - there haven't been any major issues so far, currently we've just been taking bites out of our to-do list. A little more detail from this week:

  • Crush has been making some good progress on ripostes; while changing an animation isn't the most time-consuming thing in the world, there's a difference between changing an animation and making that animation readable. Animations are a huge part of the gameplay, so we've been taking our time here.
  • Work continues on Arid - it's still the main priority for development. Elwebarro is working on interior lighting and other FX related things, trying to nail the feel for the level. Lighting on this map will be a little...
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Originally posted by DSofren

For Controller Users: When can we expect an option to turn off toggle crouching and/or an option to revert back to the old movement system that doesn’t make you sprint when you push the stick all the way forward?

We can definitely look into gamepad changes, we'll probably need to fix all that up when we do console ports regardless!

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Originally posted by l4dl4dl4d

when can i play as a chicken please please please please please

chimken

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7. You shall not engage in witch hunts.
Thread locked.

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Originally posted by DrScienceSpaceCat

u/Jaaxxxxon how come in Blue Attack Grad Invasion the 4th obj (where you're capturing the trebuchets) is the only obj in the game where you need to have EVERY. SINGLE. ENEMY. off the obj to capture it, with spawn flags especially it just makes the objective broken, you could have half your team on it and one red on it prevents it from capping.

We could look a little at tweaking it, depends on the balance of the specific objective