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Gameplay video found :)
Found this online.
The player doesn't appear to be a great player of the game (sorry if they read that) but has a go at playing a few different classes. I'm looking at him thinking "No! Don't attack the bakemono!" :) |
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Good video....but not good enough player...
Make other^^please I also want battle and summons could have some background. |
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The opening music is sweet :)
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A little too sweet. Im definitely going to need my MP3s in order to play aggressive. :)
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That looks like the one over at the wargamer - its from James Allen outof8...
Why has there been no video let plays done for this yet? Would be great if some lucky beta posted a couple. (especially someone who knew what they were doing.);) edit to add, not that i dont appreciate what Gandalf and Edi have done though |
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Hey I just figured out how to do an AAR.
Altho I do definitely see how a video would be much faster with the way this game plays so fast. It takes me a hundred times longer to put up an AAR turn than it takes to do the turn. Im even considering buying a cheap headset mic. Not only to do a YouTube of the game but because I really think this game would play well in a VoIP conference room |
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One of the reasons there hasn't been a youtube video is because I don't have a youtube account, video capture software, video editing skills or much anything else in the way of doing that sort of thing. :)
I am, as one might surmise, more of a storyteller with the written word as my chosen medium. |
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Too many teasers! Need the real thing to make an accurate judgment of the game ;)
My compliments to the developers (that goes for the musician as well). Thanks to all AAR creators as well. The only suggestions I would have is for someone in the community to provide some updated sound effects *touches his nose*. Not a big deal though. Good stuff. |
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Music is way better than in Dom3, though I often use my own collections, so it's wouldn't have been a big issue anyway.
Though, the interface could be a bit richer. A map and maybe using the space at the bottom and/or top a bit better. Combat could have some more color. Not the biggest fan of Dom3's so called 3D, but a background representing the landscape (Forest, plain, mountain, etc.) would have been nice. |
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The terrain is much more variable in CoE3. Seasonal, spell effects, and events can also change the ivew
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The game play can't be that bad. Maybe he wanted to give a taste of what the game is like rather than play for real.
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EDIT the above:
The Wonderful, Extensive, Helpful PDF Manual created by Edi. Which is NOW included with the game along with the Wonderful Map Editing manual created by Edi. And now it looks like the Switches (in usual Illwinter style) could use a manual also :) |
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I wish we all got the beta from preordering with desura =P. All these teasers but still no game to play =D
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For another thing, even though he is obviously learning it as he goes and says he did not yet look at the manual, he play it pretty well. There were only a couple of things Id have commented on or corrected. Pretty amazing game player to do such a good video at the learning stage of a game. He mentioned that he might also do a Dom3 video later. I hope he does |
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Any chance Gandalf of using your connections and seeing if we could get an early look at the manual? |
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Edi is the author of the manual so its between him and Illwinter.
Personally Id love to see a posting of at least the descriptions of the different nations. As maybe not the whole game manual, but I would LOVE to see the Map Editing manual posted. Im looking forward to player created Scenarios adding in triggers and timers for global events, in-game quests, more surprising AIs. Im eager to spark some creative thinking along those lines. Not to mention the player-created MapGens like we had with Dom3. (that manual is Edi's also so same restriction applies) But I can tell you that both manuals are very impressive work. |
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I can appreciate that. Just though i would ask anyways - i like reading a good manual. Incidently, an early manual release can be a useful marketing tool... |
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Yes, well, I suppose it can be, but I shall ask Johan and his word shall determine how it goes.
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Incidentally, in case anyone wonders why the necromancer AAR has not been updated in a while, I've been working my fingers to the bone putting the last finishing touches and polish on the manual and map editor guide.
Barring unforeseen surprises, the AAR should resume on Saturday or Sunday. |
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There's not much point in having an incomplete manual floating around, it's a manual, it's not that useful without a game to play.
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If the CoE3 is equal sized It would be indeed great to have them before. But no pressure to anyone. :) |
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Its not that big.
Personally, there are only two ways I ever read a game manual at all. If I get it before I get the game. Or after Ive been playing the game continually for a month. |
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The suggestion of posting parts of the manual as a preview seems a good idea for me.
I'm especially interested in the modding manual for my work on a online map editor that I have already started. The main problem is that once the game is released, I will probably be too busy playing it to be able to work on the editor for a while ... ^_^ |
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Another video by that last guy
http://www.youtube.com/watch?v=s_HsP2oSb2g Not as good but he is obviously having fun playing the game. And you get more of a feel for how fast the game moves |
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The whole idea of an online map editor actually puzzles me a bit, since the map editor in the game is quite functional and the event stuff is so complicated anyway that you need to type it by hand. |
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Sorry, I was thinking of the map editor manual, not the modding one.
I see two main uses for an online map editor: 1- using it to preview a map before downloading it 2- using it to manage what the official editor does not, and yes I'm thinking mainly about map events. It is however possible that the official editor is so complete that mine wouldn't add enough to be really needed, but what you said about events seems to imply that it is not. |
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Maybe a little ot, but seeing his videos has raisen my 'I want this game now'. He does a good job of showing what the game is even though he is a beginner.
But is it possible to select another color than red for the player? I'm red/green color blind and have a hard time seeing red on anything else but white. |
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Jack Trowell:
Well, if you can build the events stuff to be point and click to set the target squares, target players etc, then yes, I actually see a lot of utility for it. However, you are going to have your work cut out for you to do the stuff. Not that it's all that complex to do from a programming point of view, just a bloody lot of work. You are also going to need a list of monster names and list of item names or all the commands related to those will be useless, since the game only accepts names for both, not numbers. However, while I am in possession of both (item list not necessarily being complete, though), I will need to discuss some things with Illwinter before releasing anything of the kind. There are considerations involved that prevent doing that kind of thing without consultation. |
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Red Blue Green Yellow Purple Teal Brown White That's the color order and players always appear in that order. If you want to cut out certain colors, just add as many players as you like, then delete the undesired colors from in between. That bit is actually also mentioned in the manual. |
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I don't have acces to the manual....yet :) |
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Working on web interfaces like that is a major part of what I do for a living, and yes I know there can be some very boring moments (and no, my dom3 editor is not what I would call my best work, I know that I could do much better). :p Quote:
It's strange, I was expecting illwinter to make more use of unique ids, not less, but I can see where the problem might arise when adding modding support to the game. I must say that in order to implement the most complete features for such an editor, I'm more or less counting on something like your very useful Dom3 DB. :angel Quote:
However with the release being in less than 10 days now, don't lose more time for me, there will still be enough time after the release. |
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Best if you wait for the full release then, because the map editor guide is going to be almost a pseudocodde programming template for you. You could construct a prototype based on just a few examples, but without the full set it would just be wasted work.
The trigger conditions all have different parameters and then you tack the event codes after them, with each event code having its own parameters. If you code a few examples, you would need to rethink the lot when you get the whole set. You'll get a better result from the complete list because you only need to think it through once, then do the whole shebang in one go. Trust me, I've done enough documentation to be able to recognize that, seeing as how doing things on the fly necessitated a complete restructuring of the game manual once and lesser restructuring modifications at least twice, the last of which was last night. Retrofitting massive structural changes into a complete document (or in your case, program code) is a massive pain the backside. |
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Do neutral wizards(like the ones who appear for hire as random events) have any ritual spells or summons?
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No, just combat magic.
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Altho hires can come with equipment. And some equipment can have summons.
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And some of the equipment can be worth twice or three times what you paid for the wizard, depending how useful it is for your other units...
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Hey folks, I made another video. This is a test drive of the High Cultist class!
http://www.youtube.com/watch?v=SneQl7uQvEs |
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More Please!
Loving these videos. Maybe do a complete Let's Play once you showcase all of the different nations. I know that won't be for a long time since there are a lot of nations to do and you are the Minecraft master, but I'd love to see a COE 3 game from start to finish. |
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This is a great vid! Keep them coming!
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