collapse collapse

* Recent News

* Recent Posts

Fifth Matrix Film Announced! by Lithium
[April 07, 2024, 09:49:37 pm]


2024: New PC for VR! by Tbone
[April 06, 2024, 12:22:30 pm]


MOVED: Fifth Matrix Film Announced! by Tbone
[April 06, 2024, 12:18:27 pm]


Holiday Fun by Tbone
[March 01, 2024, 09:09:44 pm]


Quest 2 Link Best Settings (Finally Better Than Rift S) by Tbone
[November 27, 2023, 04:57:46 pm]


randomness by Jeyk
[November 27, 2023, 09:42:30 am]


New PC for Oculus Rift (Purchased!) by Tbone
[December 01, 2022, 12:02:55 pm]


Stability Issues with CPU/RAM/Mobo by Tbone
[November 30, 2022, 12:34:56 pm]

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Maglorius

Pages: 1 ... 3 4 [5] 6 7 ... 26
61
General / Reign of Kings
« on: March 15, 2015, 07:54:14 pm »
Reign of kings
http://reignofkings.net/web_ROK/

This looks like a whole lot of fun, check the video out.

Bloody battles, epic quests, a naturally occurring economy, and more. Minecraft + Chivalry=Awesome or RUST meets Game of Thrones.

I will be picking this one up when I get home on March 26th.



Synopsis

You must struggle to survive in a harsh medieval world.  In order to do this, you must hunt wildlife, mine resources, build structures, and craft weapons and armor in order to protect yourself. You may form a guild, bring war to all opposition, and try to seize the throne and become king!

In Reign of Kings we allow you to collect resources and craft a wide variety of items needed to build a vast and powerful kingdom. We were primarily inspired by Rust & Chivalry in the development of this game.

In addition to standard resources, you may compete over the Ancient Throne which resides in a throne room which overlooks the island. All players who are not part of the King's Guild are taxed on the resources they collect.

The development of a melee combat system adds a gritty and visceral feeling to Reign of Kings that will allow players to become deeply immersed in a realistic and intense medieval survival experience.

The world itself is designed to inspire competition and struggles for power.  Resource locations strategically spread throughout the game will create inequity and envy.  Players will have the ability to make war, or even capture and hold other players in order to get what they want.  Each player will have the power to decide the fate of the kingdom, or choose to entirely forego the responsibility of ruling the kingdom and roam the land as a freeman.




62
General / Re: Savage Lands
« on: March 11, 2015, 07:06:53 am »
It maintains your character progress between multiple servers. What you gain on one server is carried over to the next. The only thing that doesn't obviously transfer over is anything you built. All crafting and items do transfer.

From what i gather they will be dedicated servers as they expand.

63
General / Re: Savage Lands
« on: March 11, 2015, 12:30:29 am »
It is very early access of course.

The game looks great and of course is built with Unity 4 if I am not mistaken. The only problem with playing multiplayer currently is that one person has to host the game from their computer, so its not like Rust in terms of being on a hosted server but I am sure it will be moving that direction at some point.

Currently no PVP, everything is PVE even in multiplayer mode. The farming and resource gathering is very similar to Rust, chop down trees, hit rocks and kill animals for hides and meat, only thing I was disappointed about, there was no chicken!

The PVE side of things is fun, at night time the evil lurks and comes out to play and during the day you will encounter wolves, bears, deer, tree giants and a dragon that circles around the island.

Crafting is very typical, x amount of resources to craft certain gear and weapons. Food and torches are your best friend. Until you can get geared up the harsh weather can kill you so its best to star warm.

Towns and Player towns, you can of course build pre-determined type buildings, everything is open so anyone can walk into your house. That is probably why they don't have PVP active yet but from what I have read it will be coming. There are currently 6 towns that are built into the map that spawn different items and monsters, two of the towns have forges that you are required to use in order to build certain armor and weapons.

I put about 15 hours into it already, seems like it has potential to be a cool game. Of course being that its early access we are dealing with bugs, lack of content and functionality.

The Dev team has been hinting that the island holds secrets and they have been doing live steams giving hits each week. I haven't actually gone and watched any of them but from some of the players I have played with online have been speaking about it, so I will probably look into some of those videos tomorrow. 

The map is definitely big, it takes some time to get around.

64
VR Gaming / Re: Super GDC VR Punchout
« on: March 10, 2015, 11:18:25 am »
There Will Be Blood is the name of the movie.

65
General / Savage Lands
« on: March 09, 2015, 10:59:08 pm »
This new early access went live on Steam 3/5/2015, it has gotten some pretty good positive reviews.
http://www.savagelandsgame.com/


https://www.youtube.com/watch?v=53Qds6PoRJ8

It is currently 14.99 on Steam up until March 12th and will 24.99.

I am going to go ahead and pickup a copy to check it out, might be a good survival game to get into again?

66
General / Re: Star Citizen at PAX Video
« on: March 09, 2015, 09:31:30 pm »
For the people interested in watching, I am attaching the Star Citizen presentation from Pax East 2015.

https://www.youtube.com/watch?v=v8BL8gXjc54

A lot of great updates and information, check it out!

67
General / Re: Star Citizen Videos
« on: March 07, 2015, 07:47:41 pm »
Here are a couple new videos uploaded from Star Citizen.

Star Citizen - New Damage Model
https://www.youtube.com/watch?v=OkAaLd0FdK0

Aegis Retaliator Pre-Flight Check
https://www.youtube.com/watch?v=fxEWc6IvtQc

68
VR Gaming / Re: Oculus vs. Valve
« on: March 06, 2015, 05:18:40 pm »
Looks like the used resell value of the DK2 has dropped, I guess that is due to the 1 to 2 week lead time for delivery instead of the 8 to 12 weeks.

69
VR Gaming / Re: Super GDC VR Punchout
« on: March 05, 2015, 08:21:15 pm »
OMG! I just laughed my ass off, that was brilliant!

I drink your milkshake!

70
VR Gaming / Re: Oculus vs. Valve
« on: March 05, 2015, 08:19:05 pm »
So, would now be a good time to sell the DK2?  :P

71
General / Re: Star Citizen Videos
« on: March 03, 2015, 12:44:26 pm »
Here is a video that pretty much goes in line with what I said in a previous post. These videos were created by fans of Star Citizen using the Cryengie 3 and Star Citizen assets.

Piracy and Boarding
https://www.youtube.com/watch?v=fEAyDNWaCto

Search and Rescue
https://www.youtube.com/watch?v=p6iZS6d6Ftg

The Final Stand: Star Citizen FPS Assets Sequence
https://www.youtube.com/watch?v=Qpav__W2Tm4

Star Citizen: Making Ends Meet (Scavenging/Salvaging)
https://www.youtube.com/watch?v=3wAOqjBZ6dc

Disclaimer: These are UNOFFICIAL and FAN MADE animation sequence using WIP/Pre-Alpha assets for the upcoming game "Star Citizen".

72
Off Topic / Re: randomness
« on: March 02, 2015, 08:44:47 pm »
Oxford really decided to lower the bar (no pun intended). http://www.bbc.co.uk/newsbeat/31701247

Really. . . I think I am going to puke.

73
General / Re: Star Citizen - Ship Size Comparison
« on: March 02, 2015, 06:51:58 pm »
When I look at Star Citizen and see the vision for this game my brain wraps around the ideas of every Scifi movie or game I have ever watched or played. From the very first time I watch Star Wars and seen the heroes of the movie blast off into space with the Millennium Falcon I was amazed and drawn into the Scifi world.

Over the years what fascinated me was that every Scifi space movie I watched there was a cast of people that made up the crew of the ship. From every generation of Star Trek, to Star Wars and even Spaceballs, LOL. There was a crew that worked together as a team on every space ship in every movie but that was not the case with games.

When Chris Roberts came out with the Wing Commander games I was able to jump into a cockpit and blast my way into space, I was hooked on space games. In the Wing Commander games Chris was able to add the element of being part of a crew on a massive carrier by using it as a way to create the story lines of the games. You could move around the carrier and talk to people with using pre determined lines and you were able to walk around the ship to see different areas, but back then it was move for the visuals then function.     

One of the things that was missing from Space Sims back then was the ability to capture other ships and keep them for yourself. I always wanted to fly my fighter into battle and land on a capital ship and take it over with a boarding party, that just sounds like a whole lot of fun but that wasn't possible back in the days.

When Star Citizen was announced and I started following it very closely, I didn't invest right away. I observed for awhile before I got involved as a backer. As the game development process was underway I started reading into the game mechanics and I was absolutely sold on the project. The one thing that continues to play over and over again in my head is playing with a large group of people on one ship and taking that same group of people and boarding another ship to take it over. This is what plays over in my head, one mission could be like, capture the Idris frigate, The first stage of the mission would be to take down the enemy fighters. Then you would need to shootout the defenses by disabling the guns turrets or shooting them off completely. And then you would take the smaller ships with a hand full of soldiers, board the frigate and take it over. Basically, seamlessly going from flying around in space to getting aboard the ship and getting into a first-person shooter fight.

"That's the dream. That's the dream."

74
News and Announcements / Re: Valve to Unveil SteamVR Hardware at GDC
« on: March 01, 2015, 12:40:56 pm »
The HTC/Valve headset video.

https://www.youtube.com/watch?v=w5XVq4NLnwk


http://www.htcvr.com/

The Visuals

A 1,200 by 1,080 pixel screen in front of each eye, with refresh rates of a blistering 90 frames per second, displays photorealistic imagery that fills your field of vision in all directions, eliminating the jitter common to previous VR technologies and transporting you to another world.

Tracking and Room Scale

A gyro sensor, accelerometer, and laser position sensor combine to precisely track the rotation of your head on both axes to an accuracy of 1/10th of a degree, allowing you to look around the virtual environment naturally. Couple the headset with a pair of Steam VR base stations to track your physical location (in spaces up to 15 feet by 15 feet) – get up and walk around inside the virtual world!

Custom Game Controller

Ergonomic VR game controllers in each hand allow you to use virtual objects and interact with the virtual world. The position of each controller is tracked in space, allowing developers to simulate a wide range of activities and interactions.


75
VR Gaming / Re: BlazeRush
« on: February 14, 2015, 05:39:31 pm »
It was late and didn't feel like putting my contacts in to use the rift.

I guess I was being lazy to lol.

Pages: 1 ... 3 4 [5] 6 7 ... 26
 

* Discord

Calendar

May 2024
Sun Mon Tue Wed Thu Fri Sat
1 2 3 4
5 6 7 8 9 10 [11]
12 13 14 15 16 17 18
19 20 21 22 23 24 25
26 27 28 29 30 31

No calendar events were found.

* Who's Online

  • Dot Guests: 126
  • Dot Hidden: 0
  • Dot Users: 0

There aren't any users online.

Social