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Jack Unger

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Mittwoch, 22. Januar 2014, 15:56

Kingdom Come Deliverance

Quelle: http://www.golem.de/news/kingdom-come-de…401-104092.html
Kickstarter: http://www.kickstarter.com/projects/1294…ome-deliverance
Hersteller Webseite: http://kingdomcomerpg.com/
[img]
[url]http://kingdomcomerpg.com/wp-content/uploads/2014/01/KC_Deliverance_castle.jpg[/url][/img]

Offene Mittelalterwelt ohne Drachen

Echte Historie statt Fantasy, eine Sandbox-Welt statt vorgegebener Quests und keine Drachen: Kingdom Come will Spielspaß auf Basis des Mittelalters bieten. Hinter dem Projekt stecken ehemalige Mafia- und ArmA-Entwickler aus Tschechien.



Ein Rollenspiel mit Königen, Burgen und Verliesen - aber ohne Magie, Orks und Drachen soll Kingdom Come: Deliverance werden. Das Projekt entsteht auf Basis der Cryengine bei dem tschechischen Entwicklerstudio Warhorse, bei dem unter anderem Daniel Vávra arbeitet - er war einer der leitenden Entwickler und das Gesicht von Mafia und Mafia 2. Kollegen von ihm haben an ArmA, Operation Flashpoint, Crysis und Forza Horizon gearbeitet.



Das Team versucht, über Kickstarter mindestens 500.000 britische Pfund (rund 370.000 Euro) als Budget zu sammeln. Laut Vávra wurden bislang rund 1,5 Millionen US-Dollar in die Entwicklung von Kingdom Come gesteckt, und zwar von einem einzelnen Investor. Weil das Rollenspiel aber deutlich teurer wird, habe das Team einen Deal mit dem namentlich nicht bekannten Investor gemacht: "Wenn wir eine vergleichsweise angemessene Summe von 500.000 US-Dollar aufbringen, wäre dies Beweis genug, dass das Spiel ausreichend Potenzial besitzt, um von ihm weiter finanziert zu werden", so Vávra.



Die Kickstarter-Kampagne hat gute Aussichten auf Erfolg - schließlich gibt es bereits jetzt einige spektakuläre Szenen aus Kingdom Come zu sehen, und die Beschreibung der geplanten Inhalte klingt vielversprechend.



Die Handlung dreht sich um einen jungen Schmied, der in den Kriegswirren all sein Hab und Gut verliert. Zufällig stolpert er in eine Verschwörung rund um einen entführten König. Der Spieler soll dann aber nicht strikt einer vorgegebenen Handlung folgen müssen, sondern sich in einer offenen Welt weitgehend frei bewegen und eigene Entscheidungen treffen können.



Das Gebiet ist rund neun Quadratkilometer groß und bietet eine Stadt, Wälder, Burgen und ein paar Dutzend kleinere Siedlungen sowie unterirdische Minen und Verliese. Unter freiem Himmel soll sich der Spieler zu Fuß, aber auch auf dem Rücken von Pferden fortbewegen können.
Glaubwürdig klirrende Schwerter



Für das Kampfsystem hat sich Warhorse von Experten für mittelalterliche Schwertkämpfe beraten lassen und so ein System entwickelt, das gleichermaßen komfortabel zu steuern und trotzdem historisch halbwegs glaubwürdig ist. Auch sonst soll sich die Gestaltung der Welt so stark wie möglich am echten Mittelalter orientieren, von den Strafen für Verbrechen bis zum Wirtschaftssystem.



Kingdom Come: Deliverance soll im Dezember 2015 für Windows-PC, Mac OS und Linux erscheinen und Oculus Rift unterstützen. Später sollen dann möglicherweise auch Versionen für Playstation 4 und Xbox One folgen

Schulzi

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Mittwoch, 22. Januar 2014, 17:21

Sieht nett aus

Panzerkampf ist Kampf aus der Bewegung!
Vorwärts immer, rückwärts nimmer!

Man sollte sich die Gelassenheit eines Stuhls zulegen. Der muss auch mit jedem Arsch klarkommen.

Grave Digger

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Mittwoch, 22. Januar 2014, 20:13

:love: :love:

Kharrn

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Mittwoch, 22. Januar 2014, 20:34

Die Reit- und Schmiedeszenen haben mich überzeugt!

Endlich kann ich wieder unbekümmert Tagelang im Wald virtuelles Holz hacken bei cooler Grafik :thumbup:

:D
spaß beiseite, sieht fett aus!

Jack Unger

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Donnerstag, 23. Januar 2014, 09:05

You selected

1489 backers

BARON (digital)

Other currencies est.: $40; €30
Get the access to the Alpha version!
With the Baron (digital) reward tier you are going to receive:
Access to the Alpha version of the game
+ Digital copy of Act I
+ Download of soundtrack in MP3
+ Download of the "Making of" video
+ Digital copy of the game manual
+ Access to our forums
+ Baron forum badge
Estimated delivery: Dec 2015

Jan von Spreckels

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7

Donnerstag, 23. Januar 2014, 14:06

dungeons and NO dragons :D
"Wenn man mal nicht weiter weiß, einfach mal nachladen!"

Jack Unger

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Donnerstag, 23. Januar 2014, 16:22

Quelle: http://www.gamestar.de/spiele/kingdom-co…35,3032011.html

Kingdom Come: Deliverance - Kickstarter-Aktion nach einem Tag bei über 80 Prozent, 3,6-Millionen-Prognose


Die Kickstarter-Aktion für das Rollenspiel Kingdom Come: Deliverance läuft gerade mal seit einem Tag und schon stehen die Vorzeichen auf Erfolg - und sogar mehr als das.

Bisher sind bereits mehr als 248.000 britische Pfund zusammengekommen, was zirka 80 Prozent von der ursprünglich veranschlagten Summe (300.000 Pfund) entspricht. Somit dürfte die Kampagne wohl schon in naher Zukunft ihr Ziel erreichen.

Doch die Entwickler von Warhorse Studios können sich berechtigte Hoffnungen auf deutlich höhere Einnahmen machen. Wie auf der Statistikseite Kicktraq.com zu lesen ist, wird die Kickstarter-Aktion von Kingdom Come: Deliverance bei einem gleichbleibenden Geldfluss am Ende mehr als 3,6 Millionen britische Pfund einbringen. Das wäre 1200 Prozent vom ursprünglich geforderten Betrag.

Für welche Zusatzinhalte das Team diese Mehreinnahmen verwenden wird, ist bisher allerdings nicht bekannt. Die Aktion läuft noch bis zum 20. Februar 2014.

Kingdom Come: Deliverance weckt große Hoffnungen: So groß wie Skyrim, so fordernd wie Dark Souls und so vielseitig wie Mount & Blade soll das mittelalterliche Action-Adventure der tschechischen Entwickler Warhorse werden. Im Viertel Quartal 2015 beginnt auf PC und Next-Gen-Konsolen die nicht-lineare Geschichte um einen einfachen Schmied, der 1403 in die Thronstreitigkeiten des Heiligen Römischen Reichs deutscher Nation verwickelt wird.

Jack Unger

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Freitag, 24. Januar 2014, 09:15

Zitat

Update #1

Jan 23, 2014
Thank you!
96 comments
291 likes

So we finally let the cat out of the bag and now everything is in your hands. So far it looks beyond-our-wildest-dreams-kind of good. We are very grateful for your support and for the amazing response we got! It’s a great feeling of satisfaction for all of us to read that watching our trailer gave you goose bumps or that this is the game you’ve been waiting for your whole life. We’ll do our best not to disappoint you!

We also try to reply to your emails as fast as we can and clarify all possible issues. And as we are happy enough to expect to reach our original goal soon, we also work on our stretch goals.

We are planning video updates about important gameplay elements. We want to show our character editor and how you can use it to customize your character. There will be more info about the combat system and you will see how it looks in the latest version of Cryengine. Then we want to show you how our world looks like and what its real-world counterparts are. And by the end of the campaign we have a big surprise planned. If you don’t want to miss anything, watch our Twitter, Facebook and YouTube channel.


Zitat


Update #2

Jan 23, 2014
And this is it!
129 comments
402 likes

And so it happens, just 36 hours into our Kickstarter campaign we have reached our goal!

That's really, absolutely, mind-blowingly thrilling. We cannot stress strongly enough how grateful we are to all of you. This resounding confirmation of what we've been working on for almost two years just makes everything worthwhile. We are happy -- and privileged -- to be working on this project and we want to make the best possible game we can, for you.

Now, with our goal reached, it's time for stretch goals and we shall announce the first one tomorrow. I would also like to make one thing clear: we have come to an understanding with our investor that every penny we make above the Kickstarter goal will stay with us and will go toward making Kingdom Come: Deliverance better.


Jack Unger

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Samstag, 25. Januar 2014, 17:00

Zitat


Update #3


Little history


In this update we would like to share some background about how and why we turned to Kickstarter. This is the latest installment of Dan's blog that regular feature of our web:

Sometime in early summer, when negotiations with the publishers were starting to look a bit suspect, our investor's representative, Martin, arrived at the conclusion that until he had a contract in hand, he would come to no conclusive opinion on the quality of our game based on their remarks, because like us he was pretty skeptical about the foresight and pioneering qualities of the majority of publishers.

So he came up with the idea that we should do a survey of gamers. At first it seemed to me like a waste of money and a pretty big leak risk, but all praise to Martin for the idea. If it hadn’t been for him, we might well not be here any longer.

I’d never done anything like it and it meant quite a lot of extra work for us, but it paid off. We had to prepare the resources for selecting the focus group, a questionnaire, a video and a basic feature list very similar to the one that will (hopefully) one day appear on the back of the box our game comes in. Then we met with some very earnest looking gentlemen from the international agency that was to organize the whole circus.

I won’t bother you with the details. Quite simply we decided to conduct our investigation in the USA and Germany, which are two of the most interesting markets for us with quite a big sample of people. The whole business will be conducted for a relatively long time and thoroughly. First a small sample of respondents will answer tricky questions and, on the basis of their responses, a second, much more massive, but also more impersonal campaign will be prepared.

In the meantime, we had Gamescom and the negotiations with publishers happening. Most of the big ones told us it still wasn't quite what they wanted and they hadn't made up their minds yet. One of the smaller publishers showed great interest, though, and even arranged their own survey. It was really starting to look very promising, even though for us it seemed like do or die. If these guys were to reject us too, we were up the creek.

Well, just at the moment when things were getting tough, I got back the first results from the quality section of the research. The people who saw the video and read the description of the game responded to the questions and their responses...

…their responses looked like I might have written them myself! I had hoped people would like our game, but I would never have dared to hope they would like it so much! But it could still be an anomaly and when it came to the quantitative and much more anonymous part of the survey, it might be a lot worse.

It wasn’t.

The reactions of the majority of respondents were really almost incredibly positive - 80% of them regarded the historical background and the absence of magic as very attractive and original. A huge number of them would buy the game for sure. Only about 4% minded the absence of fantasy elements. And this, by the way, was not some narrow group of RPG fans - we had selected the target group on the widest possible basis - regular console and PC players. Maybe we will eventually publish the whole survey - it makes very interesting reading, because we didn't ask only about our own game.

So things were looking very promising according to the research. Gamers are evidently interested in the kind of game we’re making. Naturally, we immediately sent the results to all the publishers. In practice, we had saved them work and money and given them a pretty solid basis for deciding whether our game was commercially viable.



So the publishers had now seen a playable demo (a big part of which you have also seen), a video demonstrating the game’s epic passages, the design documentation, the plan and a very decent budget with much lower costs than on the other side of the Atlantic. They had a co-investor willing to share in financing the game, an experienced team with some big games under their belts and now, to top it off, a big, expensive market survey, which concluded that the game had massive commercial potential. What do you think they told us? Was that enough for them?
Tough decisions

No way. All the big publishers who were still in the running told us they were worried that the game in its current state wasn’t entertaining enough and they weren’t able to judge whether it ever would be. We should come and see them again after we had the finalized combat system and quests.

It somehow slipped their minds that when we had the finalized combat system and quests, the game would be done and we wouldn’t need them anymore. Certainly not to share our profit with them when they hadn’t carried the slightest share of the risk during development. I cannot grasp how a publisher who refuses to finance game development imagines their role in today’s world and what kind of economic model that is supposed to be, exactly.

Even the small publisher whom we had most put our hopes in decided in the end to drop the game. To their credit, though, I should say that at least they informed us very sincerely and in depth why they had reached that decision, which I truly appreciate. They liked our game, but the budget – risk ratio ultimately came out to our disadvantage.

So what now? Endgame? The coffers were running dry. Our investor was somewhere on the other side of the world dealing with much more pressing issues than some game. Our people were starting to ask about their futures.

We started acutely dealing with Plans B and Plan C. Plan B is of course Work for Hire, for which we had gotten an offer at E3. I immediately started writing a design for the movie tie-in that had been discussed and was still open. And Plan C was to look into the possibility of crowd-funding, which I personally found the most appealing as well as the most risky. It’s great if people like what you’re doing; you can dump the ivory-tower suits and make a game according to your own imagination and that of your fans. If you’re unlucky enough not to make a splash, though, then you’re finished – although even that might be better than the endlessly prolonged negotiations resulting in nothing but an even greater waste of time. So I started examining other campaigns, especially the successful ones, and trying to get the hang of how it’s done.

In the meantime, we tried to set up a meeting with the investor to decide what would come next, which was nowhere near as simple as it might seem. We told our people everything up front and waited for the exodus…

Which never happened. And I was seriously close to tears when several people told me they were happier with us than they had ever been before, so they would hang in there as long as possible. (Sorry for the violins, but that’s really how it was).

In the end we flew to Amsterdam to meet our investor in a building full of businessmen handling billion-dollar trades on a daily basis. I was kitted out in the best shirt and sweater I could find at home. I’d spent the whole evening polishing my shoes and wondering whether to shave or not. And Martin and I really were not feeling too easy, because we didn’t have much in the way of aces up our sleeves, apart from the research.

Before I spill the beans about how it worked out, let me digress for a minute. Our meeting with the investor took place 13 days before the launch of PS4. What has that got to do with us? A lot, because I had deduced one interesting, almost shocking revelation from our negotiations: one of the main reasons why nobody had signed for our game was the fear, I would say almost horror, of the established big publishers that the new consoles would be a washout, that they weren’t powerful enough and that people today wanted nothing but free-to-play MMOs for iPad. So they were all preparing a few guaranteed mega-titles and waiting to see what happened with regard to everything else, which sent a few studios to the wall and might also result in a big drought for good console games in 2015, because I get the feeling from behind-the-scenes talk and indications that most publishers have nothing prepared for that year, because they didn’t want to plan that far ahead in such an uncertain climate and now they can hardly come up with something epic in less than two years. (But I might be wrong. Feel free to put me right if you know more than I do, which is entirely possible.)
D-Day

So we appeared at our late-evening meeting very anxious. We showed the investor the latest video from the game and told him up front about our situation: “In our research, potential customers have shown great interest, the publishers are paralyzed by fear of the future and won’t give us money and our account has run dry. So the options are: shut it down, find a co-investor – which we haven’t been able to do so far – pay for the whole thing and hope we place it somewhere in the end...” Even though we could see that our benefactor liked our game and didn't think we were talking total BS, it was practically out of the question that in such a situation he would cough up the several million dollars we need to finish the game.

So then we told him about this amazing thing called crowd-funding.

We explained to him how the whole thing works and the atmosphere in the room visibly lightened. In the end we got a promise of funding for preparing the campaign and, if we reached the agreed goal, for the remainder of development too. At the same time, this funding would be significantly bigger than the amount we are trying to raise on Kickstarter.

Our investor has shown us enormous patience. In comparison to the original plan to finance the prototype and sell the game to a publisher, he has invested much more and kept our heads above water even at times when most people would have left us to rot. The fact alone that funding the prototype had turned into covering practically the whole budget, at a time when the majority of analysts were recommending investing in games for iPad, was something quite exceptional.
Time to take destiny in our hands

So here we are. We stand here before you and ask for your support, without which our game really can’t get done. Someone told us that Kickstarter is the last, desperate step and if it didn’t work out we're really screwed and nobody would give us the time of day. That’s obviously true. But, if it works out, it's probably the best, most appealing way to develop the game – directly for the fans themselves, without secrecy, lies and censorship, in collaboration with them and without taking orders from people who don’t even play games and don’t understand them.

Had we failed, it would have been a pretty clear signal that you’re not interested in a game like this and we wouldn’t waste more years of further effort. But now it looks more like the publishers made a big mistake and interest in the kind of game we're doing is enormous, for which we are of course extremely grateful.

It's great that in this day and age it’s possible to get something new out there without having to deal with the select few with a monopoly on reason. Only two years ago, Warhorse would most probably not be around any longer in a situation like this, or we would have developed an action adventure and shoe-horned some dragons into it in mid-development. So thank you for your support! Thank you sincerely!


The team is celebrating

Jack Unger

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Samstag, 25. Januar 2014, 17:02

Zitat

Update #4


Stretch goals


You have taken our campaign literally by storm, we never expected to raise our goal in the first 36 hours. But we can always do better and there are things we can do to make Kingdom Come: Deliverance go further.

Our investor is as happy as we are and he confirmed that he will keep his part of the bargain. This means that every penny will go into making the game better. We can hire more people, use better technologies, record live music, and hire top actors. Somebody told us to hire Sean Bean for voiceovers. Yeah, we would love to, he is awesome, but we will need some serious cash to afford such famous names and the more we raise, the higher the chance this will happen.

So here is the list of things we would like to do with the extra money we raise:




Ich denke die haben es richtig gemacht und keine Stretch Goals genommen die sie dann überfordern.

Gruß
Jack

Jack Unger

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Samstag, 25. Januar 2014, 17:04

Zitat



Update #5


New tiers


We were surprised how fast the Emperor tier sold out. Is seems that some people really wanted to own some sword. Many people also wanted to contribute more and used the Pope tier – that was a pleasant surprise. For these reasons we added three new tiers:

The Wenzel der Faule backers will get a sword. However, we want the first backers to have something unique, so while the Emperor tier swords will carry unique inscriptions, the Wenzel swords will be all alike. And because we don’t have unlimited supply of churches, the Wenzel tier backers will get their conciliatory cross instead of a church portrait. The conciliatory cross is a medieval artefact, especially in Central Europe, whereby a criminal could reconcile with his victim by paying a compensation and erecting a cross. Finding conciliatory crosses is going to be an achievement in our game and they will carry names of the Wenzel der Faule tier backers.

The Illuminatus and Saint tiers are intended for the people with lot of money and no better way of spending them. The swords for these tiers are going to be hand-and-a-half, i.e. so called Bastard swords. They will be of the highest quality, hand-made, individually forged beautiful weapons with personalized inscription. Beside the sword you will also get a hand-painted shield decorated with the coat-of-arms of a noble family related to the game story. You will also get billing in the game credits.

The Saint tier backers will moreover get their own statues in the in-game churches, with their name on it. And they will get an amazing two day tour through the real-world locations where our game takes place. There will be a professional historian/archaeologist to point out the historical connections and you will be able to visit places that are normally off limits to tourists.

Jack Unger

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Dienstag, 28. Januar 2014, 10:25

Zitat


Update #6

Jan 27, 2014


When we were readying our Kickstarter campaign we were wary of announcing stretch goals and stuff like that. We didn’t want to be in a situation where we announced £2,000,000 stretch goal and in the end did not manage to raise more than £200,000. We wanted to wait until the project was on solid footing before announcing more about our ambitions.

We didn’t anticipate needing to raise our target goal in less than two days. We’re humbled and deeply thankful to our supporters. However, we are simply overwhelmed at the moment! Consider the following: the Kickstarter ‘Comments’ forum has almost 9,000 posts in five days, we got almost 1,500 private messages (mostly questions), our Inboxes are overflowing with hundreds extra emails, and of course there are questions on our Facebook page and on Twitter. All our designers are working around the clock to answer all the queries, but they are still lagging behind. We’re doing our best, but as this is our first crowdfunding effort, we’re learning as we go along. So, to hopefully get a bit caught up and answer the most pressing issues, we’ve created this update and summarized the answers to the most frequently asked questions.

There is also FAQ section down on the project description (Home) page of Kickstarter and this update repeats some of the material there, however, we think it may get more attention here.

To our supporters: if there are things the FAQ, doesn’t address, please continue to keep the inquiries coming!! We WILL get back to you. Thank you everyone!

PayPal

Lot of people would like to pay through PayPal. Unfortunately, we are not able to set up new payment methods, this is fully controlled by Kickstarter and they chose not to support that platform. Once the campaign ends, we will continue with pledges on our web site with more options. We are doing everything we can to launch our PayPal store as soon as possible. So if PayPal is your only option of backing us, it's going to be possible in near future.

Character customization

There are many questions about possibilities of your character customization. Our game is story-based and the hero is a specific character, whose background, personal history, etc. are already developed. You cannot change his gender, voice or face. However, you can change almost everything else – we have a very sophisticated equipment/clothing system, you can change hair styles (in-game, not before starting the game), there are no class limits on attributes.

Females


A specific type of character customization question is the one about option to play as a female. This is unfortunately not possible, as explained above. However our stretch goal will allow you to take the role of a female character for a while.

Localization

We’re creating the game in English and with English voiceovers. We would like to make French, Italian, German and Spanish versions of the game as well. Our past experience also suggests there will be a Polish, Russian and Czech version of the game, not necessarily with voiceovers, though.

The other languages are matter of contracts with local distributors. We are not going to create the localizations ourselves and we do not know at this moment of time what are they going to be.

Sandbox

Many people wonder how much of a sandbox our sandbox is going to be. You will be able to solve quests in multiple ways, kill most of NPCs or influence their day/night cycles. We have a complex system of reputation, relationships and law. You can influence local economy to an extent (price of goods).

The player’s character is going to have a place to stay and live, but you will not be able to buy and sell real estate. Nor you can control other characters. Companions/henchmen have their own AI and they are quest-specific. Your character will develop relationships with NPCs.

Map size


Some people are concerned about our maps size and seem to think that 9 sq. km. is not enough. Please trust us that it is. Our map is bigger than the one in Read Dead Redemption. The population/point-of-interest density is going to be on par with RDR. We want the world to look natural.

Multiplayer

There seems to be demand for multiplayer experience. Unfortunately, Kingdom Come: Deliverance is a singleplayer game only. We are thinking about cooperative multiplayer in some further future, but definitely not for Act I.

Oculus Rift

Oculus Rift captured the imagination of many players and you ask about it very often. Cryengine supports Oculus Rift by default, however we realize that the game has to be developed with Oculus in mind and we are aware of their recommended Best Practices. We shall try to stick to these recommendations, but VR is still an uncharted territory and we can’t guarantee ideal results from get go. To create horse riding experience that won’t give you motion sickness looks like a real challenge.

3rd person view

We are sorry, but we do not plan to allow you to control your character in 3rd person view (you will be able to see your character e.g. in cutscenes, dialogues or on the inventory screen, you can also see your body and hands all the time). We believe that FPV allows for better immersion in the world; we also think that we can make the FPV combat work.

Platforms, HW requirements and digital vs. physical

The subject of platforms, digital vs. physical distribution and extra licenses is complex and bit overwhelming. We’ll try to do our best untangling it:

Let’s start with hardware. We are developing the game to run smoothly on “good gaming PC” and next-gen consoles. If you have a PC, hardware-wise similar to Xbox One or PS4, you should be able to run Kingdom Come: Deliverance well.

We are using proven technology (Cryengine by CryTek) that runs on both PS4 and Xbox One, as well as on Windows PC, Mac and Linux. While we are developing on Windows, we definitely want to bring the game to other platforms, like Mac or Linux. On closed platforms we need to deal with the platform holders and we cannot prejudge their decision. In an ideal world, we would release the game on all five platforms at the same time.

In our world, we can offer you PC/Mac/Linux version in all tiers. From the Baron tier above, you will be able to choose our game on any platform you wish from those mentioned above (i.e. Windows PC / Mac / Linux / Xbox One / PS4), with the proviso that on consoles the game must be approved by the platform holders first. In case we are not able to finish or release the game on the platform you chose for any reason, you will be able to choose again (from available platforms) or demand your money back.

You don’t have to specify your desired platform in advance. Just choose a pledge that suits you. Your pledge will be filed and you will be asked to choose a platform once the release date draws nigh. You can change this any time later – we will inform you how to do that via an e-mail.

However, on lower tiers at least you have to decide whether you want physical or digital copy of the game. For Soldiers and Knights we are unable to give you both, so you have to choose the one you want.

While it may seem that from Baron upward you get two copies of the game, it’s important to understand the distinction between copy and license. On Baron and Earl tiers you will get both digital and physical copy, however, it’s just one license (e.g. the same Steam key). So you can play either one, but you cannot for example sell the box and keep the digital copy. Obviously, both physical and digital license have to be on the same platform.

From Duke tier upwards you receive additional digital copy, meaning extra digital license. The physical and 'first' digital copy again have to be for the same platform, but the extra license can be for a different one.

To sum it up:

Soldier: Win/Mac/Linux, 1 license, digital OR physical
Knight: Win/Mac/Linux, 1 license, digital OR physical
Baron: Win/Mac/Linux/Xbox/PS4, 1 license, digital AND physical
Earl: Win/Mac/Linux/Xbox/PS4, 1 license, digital AND physical
Duke: Win/Mac/Linux/Xbox/PS4, 2 licenses, digital AND physical
… all higher tiers are like Duke in this respect

DRM

We get many questions about DRM and whether our game is going to be DRM free. Frankly, we have to admit we are not sure at this moment. We are planning to use Steam on open platforms, so the game will be using Steam default copy protection mechanics. Other options including GOG.com are being considered but can't be confirmed as of yet.

Modding

We definitely intend to release most of our game-making tools to allow the community to create mods for Kingdom Come: Deliverance. Part of our heritage are games like Operation Flashpoint and we realize how important the modding community is. We plan to support it as much as we can. It should be noted though, that the modding tools will be available for PC only.

Sword

The sword in higher tiers is a medieval European 15th century type of one-handed sword (for Emperor, Wenzel der Faule, and Pope tiers) or hand-and-a-half sword, also called bastard sword (Illuminatus and Saint tiers). It is a real-sized hand-forged weapon created by a local blacksmith, not a serial production. It can be used for combat or combat training; you can choose whether it's sharpened or not.

Delivering the sword should not be a problem to most countries (US, EU). There are countries where ownership of cold weapons is regulated (UK has ban on Katana swords, but normal sword should be OK). We are not able to verify the legal aspects of sword ownership in your country and therefore we have to ask you to check the appropriate regulation beforehand and if it appears that a life-sized sword could be a problem, we ask you to kindly select a different tier.

There are various exceptions, so to help you with the checks, here are the salient points: our sword is traditionally hand-forged, it’s straight (i.e. not curved), and we can deliver it with blunt edge. Our sword is not a toy! We cannot deliver it to persons under 18 years of age.

Act structure

This is a complex topic that is subject of many questions. We shall deal with it in one of the future updates.

Combat and Weapons

This is one of the key features of the game and one of the video updates will deal with it exclusively.

Forums

We shall be launching our own forum in the next few days. They will provide a better and more structured way of talking about game features, discussing various aspects, plans and expectations. We shall be sending you a message via Kickstarter about the details of creating your account on our forums with the right backer's badge.




Zitat


Update #7

Jan 27, 2014
Welcome to our first video update!

This is the first of the series of video updates we want to bring to you, delivering more information about the core features of Kingdom Come: Deliverance.



Please let us know what you think. What would you like to see in the next updates?


Jack Unger

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14

Freitag, 31. Januar 2014, 08:59

Zitat


Update #8

Jan 30 2014
New digital tier!


By popular demand we have added a digital equivalent of the special edition, the Viscount tier. With this tier you can get certain unique digital goodies: some of them stand in for their physical counterparts in the physical special edition: high resolution uncompressed image file with our poster, a PDF version of the Art book and 3D model of the Action figure for 3D printers.

Two digital rewards in this tier have no counterparts in the current physical editions: high-res map of the game world and PDF screenplay – a hundreds of pages long document that will have been used to record all dialogues in Act I.

We think that these two things could be valuable to other backers as well, so we shall be adding them to all tiers from Earl upwards. Kickstarter does not (for obvious reasons) allow the project creators to alter the description of rewards once somebody pledges for it, so we won't be able to update the tiers descriptions. The image that visualizes tiers and rewards should have the correct information though.
Console versions for Soldiers and Knights

We have been able to clarify with Microsoft the situation regarding the distribution of the Xbox One version of Kingdom Come: Deliverance. We can now confirm that the digital version of the game on Xbox One platform will be available to the backers on the Soldier and Knight tiers. This is a – positive we hope – change from our previous update (#6). The summary of platforms and licenses now looks this way:

Soldier, Knight: 1 license, digital copy (Win/Mac/Linux/Xone) OR physical copy (Win/Mac/Linux)
Baron, Viscount, Earl: 1 license, digital copy AND physical copy (Win/Mac/Linux/Xone/PS4)
Duke and all higher tiers: 2 licenses, 2 digital copies AND 1 physical copy (Win/Mac/Linux/Xone/PS4)

NB: We will do everything in our powers to bring our game to PlayStation 4 and Xbox One and release them at the same time as on the open platforms, but as this process is controlled by the platform holders (Sony and Microsoft), we cannot guarantee it.
Next update

We plan to release next video update on Monday, so be sure to check back! This time we are going to speak about character customization, NPC creation and overall about how our cloth layers work.

Jack Unger

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Montag, 3. Februar 2014, 09:56

Update #9

Feb 2 2014
Forums are open!


One of the things we have promised to our backers is access to our forums. We are now ready to announce that the forums are open and invite you there.

Before we do, there are some things we would like to say: and I am sorry if this is going to be a bit technical.

Kickstarter – for obvious and very sensible reasons – does not share your email addresses with us until after the end of the campaign. For this reason we are only able to contact you by Kickstarter’s own messaging system. On the other hand we want you to have the right forum badge now, so we need a way of matching you to your pledge. We do this by sending you a unique code that you enter when creating your forum account.

Taken together this means we need to send a unique message to every backer via Kickstarter internal message system. This is going to be a slow process. We are asking you for patience, we think that all current backers should receive a message from us within next 48 hours.

The accounts that were not authenticated by the code have read-only access to forums anyway, so you will gain nothing by registering early. If you haven't entered your code during registration, you can always do it after, by editing your user preferences.

We hope you are going to like our forums and we shall be able to get into some real discussion about Kingdom Come: Deliverance. See you there!

http://forum.kingdomcomerpg.com

Jack Unger

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16

Montag, 3. Februar 2014, 18:24

Update #10

Feb 3 2014
Video Update #2: Our Character Customization System

Welcome to our second video update!

In this update Dan talks about the character customization system we have built on top of Cryengine sandbox. It allows us to create hundreds of different NPCs by few simple clicks. And of course, it also allows the players to customize their characters. We hope you are going to like it as much as we do!



Let us know what you think!

Jack Unger

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17

Donnerstag, 6. Februar 2014, 18:45

Update #11

Feb 6 2014
Video Update #3: Horses and horse riding

Welcome to our third video update!

This time we are going to talk about horses. Our gameplay programmer, Michal Hapala, who works on making horses easy to control, nice to look at and smart when they need to be, will walk you through canter and gallop in this video.



Thank you for watching. Be sure to let us know what you think!

Jack Unger

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18

Montag, 10. Februar 2014, 08:56

Update #12

Feb 7 2014
New stretch goals


We are continuously amazed and humbled by the level of support our project receives. As our last stretch goal seems within our grasp, we are now announcing two new ones for 800 and 900 thousand pounds:

In-game combat lessons & companion video

We are working with top medieval martial arts experts and it would be a shame if their expertise does not get to shine in the game. With extra money, we shall add visual in-game fencing lessons. Every new move your character learns will be explained and shown in detail in-game by your teacher, the combat master.

We will also create detailed an instructional video that features basic combat techniques with different medieval weapons. The video will be free to access for everyone from the Knight tier upwards (inclusive).

Tournament mode

We are proud of the innovative combat in Kingdome Come: Deliverance. While our title is primarily a story-based game, the combat mechanics are very deep for those that are interested in seriously honing their skills. We want to give you a chance to do just that.

If we reach this stretch goal, we shall add a special Tournament mode, where you can don any equipment you like, choose your opponent or opponents and enter a medieval Tournament and try to win by authentic rules. There will be several combat modes and you can use them as a training as well as a way of earning bragging rights with your buddies.

Jack Unger

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19

Dienstag, 11. Februar 2014, 08:36

Update #18

Feb 10 2014
Video Update #4: Combat!


Welcome to our fourth video update!

This time we are bringing you something special: twelve minute video about our combat system. Good combat mechanics is at the heart of every RPG and we are very proud of ours. It's based on real-time collision detection and inverse kinematics; technologies that were difficult to use for game-critical mechanics on previous generation hardware. The result is a combat experience that looks and feels believable and natural, yet is not constrained to few sets of canned animations that have to be executed in perfect synchronization. The system seamlessly integrates things like interaction with environments, different heights of opponents or uneven terrain. Our combat is a blend of tactics and timing, skills of the player and stats of the character. But enough words, watch the video:



So how do you like it? Be sure to let us know!

Jack Unger

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20

Donnerstag, 13. Februar 2014, 19:14

Update #15

Feb 13 2014
Video Update #5: The Living World

Welcome to our fifth video update!

In this video update we would like to invite to you to come to explore our world, the world that comes alive with activities of NPCs that go about their daily routines as believably and intelligently as we can make them. Other characters react to your actions and even to actions of other characters – creating a truly emergent world.


Das klingt ja alles zu schön um wahr zu sein :D

Gruß
Jack

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