It's been a while since the team released a dev blog, but here is their latest one. It showcases a bunch of new features and shows rapid progress with the game!
+1.......... :evil:I'd try this anyway, but i personally hate cartoon graphics. Why everyone use it nowadays? :S
+2+1.......... :evil:I'd try this anyway, but i personally hate cartoon graphics. Why everyone use it nowadays? :S
Well I dunno, I think it would look bad with realistic graphics to be honest...
Imagine AoE with Total War graphics? It'd be way too hard to see what was going on (which is really important for an rts)
Yes, there's a lot of focus on making the game faster than AoC in a lot of respects. The tentative release date is late 2016.
Yes, there's a lot of focus on making the game faster than AoC in a lot of respects. The tentative release date is late 2016.
Thanks, that was my only major concern. This looks a lot more promising for multiplayer than other rts games I've loved in the past like empire earth and rise of nations. The guy talking in the video (I think it was you?) understands rts games, so I have faith that the game will be fun to play. I liked the melee unit part where he wanted different melee units to feel differently even though they were both melee units.
AoC is already fast for me, why would it make it faster? It's a strategy game not a shooter...
Exactly this. It's all about removing as much downtime as possible and get to the action faster. The pace is ok, it's not about making the unit more fast or increase their attack speed.. it's about re-balancing the early game so it's not so same-y and stuff ilke that.Correct me if I'm wrong, but I believe by "faster" people mean there will be action earlier on in the game and you won't need to wait 8-9 minutes to see the first rush.
Balancing will be challenging but less of a challenge than a game as complex as, say, Starcraft 2. All the civs here share the same or very similar archetypes (ranged unit, anti-ranged unit, raiding unit, anti-raiding unit etc) so that makes balancing easier. Plus, I don't view it as a negative.. if it's gonna be harder to balance we'll do our best to rise up to the challenge. In the end it's all about making the best game you can.JUDAS said:That is a good objective, but with several civs, doing that is going to be a nightmare for balancing purposes.
That is me and I grew up playing RTSs and now I play them semi-competitively. Multiplayer will be our main focus and we hope to get as much help as possible from the community in creating the experience that you guys wanna play!guitarizt said:Thanks, that was my only major concern. This looks a lot more promising for multiplayer than other rts games I've loved in the past like empire earth and rise of nations. The guy talking in the video (I think it was you?) understands rts games, so I have faith that the game will be fun to play. I liked the melee unit part where he wanted different melee units to feel differently even though they were both melee units.