![]() ![]() Steve Piggott: I really enjoy the variety of playstyles that the weapons and classes offer, so ingame you will see me mix it up a lot. Why and what favourite tactics do you love to use with them? IG: If you could pick one weapon and class from Chivalry: Medieval Warfare, what would it be, We’ve heard from our community a strong demand for more environments, new weapons and customization options so that will be a big part of what we do. It’s a great time for developers to add to the core experience of the game and work without as much pressure, we are really looking forward to being able to add a lot of content to Chivalry after release. Steve Piggott: We have a lot of really fun ideas for future content updates. IG: With the great feedback from your community, any current work in progress you can go into detail about? For us that is what is so exciting about the game and the First-Person Slasher genre, there are so many ways it can still expand and grow. We’re proud of the game we’ve made, and believe we’ve reached our goal of creating the best melee combat game ever- but we know there are still a thousand ways we could improve or expand upon the game. Steve Piggott: Hundreds and thousands of ideas that didn’t make it. IG: Was there any game modes and concepts that didn’t quite make it Chivalry: Medieval Warfare due to constraints? It’s something our community has been vocal about wanting expanded, so we have some exciting plans there for future updates. Steve Piggott: Character customization is very limited at release. IG: Any character customisation for the classes – skins, armour, sigils etc? They act as competent fighters to help you learn the game and get to the core of the experience which is the multiplayer aspect of it. Steve Piggott: The game is primarily a multiplayer title, so while there are bots available for offline play and practice, I wouldn’t claim the AI is anything spectacular or industry stretching. IG: How did you go about building the AI? Can itself learn pattern’s and tactic’s of players to help raise their skill level? Can it take advantage of player weaknesses to help the player improve? Steve Piggott: I don’t want to go into too many specifics on the changes we’ve made to the Unreal Engine, but we definitely had to do a lot of networking optimizations to make it support a fast melee based multiplayer game. IG: We’ve seen some impressive effects with Unreal’s game engine over the years, can you go into detail about any engine improvement’s you’ve specifically made to the engine for Chivalry: Medieval Warfare? Physics, clothing, hit-boxes, lighting, etc? Also when Epic Games announced that the Unreal Engine would be available for developers to create games without a huge upfront license payment, we knew we had to go for our dream. It really just came from a belief in the potential of the game, we knew that if we could get it right then a lot of people would enjoy the game. Steve Piggott: It has been an incredible experience for us to come from making “Age of Chivalry” – the free HL2 mod that you mention to now launching Chivalry: Medieval Warfare as an independent commercial title. IG: From the Half Life 2 Age of Chivalry mod, how did the Chivalry: Medieval Warfare game progress into a full game in terms of funding and conception? We’ve done everything we can to make the game look nice, but at the end of the day whenever we were faced with a tradeoff we chose gameplay over looks. The blend of making the game both look and feel great is the toughest thing for us. On top of that players want as much control of their character as possible in a multiplayer game, so we can’t create static canned animations, we have to let the player adjust on the fly and feel like they are controlling their sword in realtime. ![]() Steve Piggott: There is a reason not many companies try to make first-person multiplayer melee games, and the reason is that its very, very difficult.Ĭhivalry has a diverse mix of elements from fighting games, RPG games and FPS games, blended into a combat system that uses both twitch-based reflexes and more tactical play. What were your greatest challenges in developing Chivalry: Medieval Warfare? How did you overcome them? IncGamers: Congratulations Steve on a successful release, lets start with the hardest first. Incgamers recently caught up with Steve Piggott from Torn Banner Studios to talk about their newly released Chivalry: Medieval Warfare, a game focusing on quality melee combat which includes team based objective gameplay, several classes, variety of medieval weapons and lots of dismemberment and decapitations. ![]()
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