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Interview

Kingdoms Collide

17.02.2010 | 17:01 Uhr | von Dienstbier
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Let us get a bit into detail. What type of game modes does Kingdoms Collide support?
  • Well, Currently Kingdoms Collide has two game modes: "Team Death Match" and "Capture the Points". Team Death Match involves scoring the highest frag count within the time limit of 10 minutes, with players fighting as 2 teams.

    The "Capture the Point" mode involves players working as a team in an
    attempt to capture all 5 predetermined capture areas in a linear order. Each
    team starting with 2 capture points owned and one middle neutral point, the
    aim is to push towards you're enemy's spawn and capture the last of the five
    points to win. Points are captured via standing within the capture zone for
    a time, a time that is lowered by having adjacent teammates.
Why is Kingdoms Collide player exclusively from a third person camera
perspective and will there be a first person view option?

  • Despite the upset that some gamers may feel for our decision to make the game camera third person only, we feel that it is a decision that is deeply ingrained in the design of the game and it integral to making KC as fun as it is. The decision was based upon our past experiences with first person melee combat, we really felt that it suffered from such limited visibility. The third person camera was also chosen as part of our aesthetic decisions made in order to distinguish the mod visually from other Half-Life 2 MODs and Valve games.
Will Kingdoms Collide really be forcing no crosshairs?
  • Yes. Again, this may cause some upset to players who are wanting KC to be similar to Half-Life 2 MOD's they are already well versed in, as to give them a head start on learning the skills required to win. But just as any game has, Kingdoms Collide also has a learning curve where players need to get the hang of using the weapons without a crosshair. This shouldn't intimidate beginner players, if anything it should be encouragement; that everyone will be starting at an equal level in KC, regardless of past gaming experiences.
Does Kingdoms Collide have a class system?
  • Not really. The abilities and weapons that can be used in KC aren't bound to predetermined classes or rigid archetypes. Instead the player can select any weapon the game has to offer but is limited by the "price" or "rating" of each one. For example, if one player wanted only to be most powerful in melee combat then he/she would chose the most expensive sword and hence do the most damage with successful melee hits. Whereas another player may wish to be a melee fighter primarily but still want the ability to fire arrows at enemies. This player would then have to get a less expensive sword in order to have enough points left to buy a cheap bow. On top of this players choose magic skills which aren't limited by which weapons they have and this also defines the players 'type' or 'class' in terms of how they are useful to their team.
How does magic work in Kingdoms Collide?
  • The magic skills your character can learn in KC are chosen from a skill tree which branches off into different 'magical elements' (such as fire, ice, darkness etc.). Skills that are more powerful are located at the ends of the skill tree paths. In other words, the more powerful the skill is, the more
    points you will have to spend to get it. Each level the player gets they are given a new Skill point to spend on learning one new spell/ability, but the player does have a level limit. This limit is set at a certain number that means if players want to get a very high powered skill (such as Fire Circle)
    they will have to devote almost all their points to the Fire branch of the skill tree. Otherwise, if a player wants to be an 'all-rounder' and have many skills from different elements, they will be limited to the basic/low tier spells.
But how does using magic fit into the gameplay, in what manner does a player
cast spells?

  • Usually, a spell will be used by first selecting it from the weapon select menu (using the number keys) and then using the primary fire buttons to cast/activate the spells. However, since we discovered that players sometimes need to cast spells quickly in intense situations without worrying about selecting it first, we added a Quick-cast key. The Quick-cast key enables the player to instantly fire one of their spells when pressed, this spell can be easily pre-determined before going into each battle.
What Future Plans are there for Kingdoms Collide?
  • Well, after the beta is released we hope to be in tight communication with the player community and discern future improvements that need to be made to the MOD via the feedback we get. We do have a few small things left undone that we hope to clean up in later releases but these are mainly small technical issues that affect only the appearance on the game. The big gameplay changes we make, if any, we will learn from the players. However, once we believe the game has reached its full potential as a Half-Life 2 MOD we do have future plans to create an indie game based on Kingdoms Collide, but that would probably be dependent on how popular/liked the MOD becomes.
   
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