Clang - Sword Fighting Simulator

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Clang - Sword Fighting Simulator

Postby Me » Tue Jun 12, 2012 9:41 am

http://www.kickstarter.com/projects/260688528/clang

Bout fucking time, historically accurate, one to one motion sword fighting game ^_^

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Re: Clang - Sword Fighting Simulator

Postby Snowy » Tue Jun 12, 2012 10:01 am

Great name, but with a need to buy a specialist controller?

Won't work.
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Re: Clang - Sword Fighting Simulator

Postby Me » Tue Jun 12, 2012 10:23 pm

Apparently it'll work with generic, cheap, already available controllers, no specific hardware is needed for it.

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Re: Clang - Sword Fighting Simulator

Postby Animalmother » Tue Jun 12, 2012 11:10 pm

Was that Gabe Newell with the crowbar?

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Re: Clang - Sword Fighting Simulator

Postby Ronin » Wed Jun 13, 2012 12:37 am

Yes. Yes it was.
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Re: Clang - Sword Fighting Simulator

Postby Snowy » Wed Jun 13, 2012 11:25 am

Me wrote:Apparently it'll work with generic, cheap, already available controllers, no specific hardware is needed for it.


I can't see it having the requuisite sensitivity to make this really work. Even with the uprated Wii controllers, could they pick up nuances like shifting between stances, blade angling etc? I am not sure they could, and it is only a short hop from a game capturing the intricacy of longsword fighting (which they are after) to mindless flailing with an inaccurate controller.

It sounds a great idea for a game but I think they need to rethink the control method - given that it is a PC exclusive why not make use of the accuracy of a modern mouse?
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Re: Clang - Sword Fighting Simulator

Postby Edwin » Wed Jun 13, 2012 11:56 am

I'd be happy with an M&B system with added dodge, parry and grapple buttons.They won't be able to achieve a proper sword fight simulator without inventing a holodeck, and if they manage that then sword fighting will be the last thing on my mind ¬_¬
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Re: Clang - Sword Fighting Simulator

Postby Me » Wed Jun 13, 2012 8:53 pm

Well, in fairness they could do the entire stance thing using kinetic quite easily. I'd assume they'd more likely just have a few stances you can switch between with a button press. I'm also not entirely sure how accurate PC motion controllers are, they might already be ahead of the Wii Mote.

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Re: Clang - Sword Fighting Simulator

Postby Me » Wed Jul 11, 2012 10:40 am

Clang has achieved its target ^_^

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Re: Clang - Sword Fighting Simulator

Postby Wolfy » Wed Jul 11, 2012 10:44 am

Bloody close though! It was $50,000 with 14 hours remaining.
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Re: Clang - Sword Fighting Simulator

Postby Me » Wed Jul 11, 2012 10:57 am

As long as I get my sword fighting simulator ¬_¬

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Re: Clang - Sword Fighting Simulator

Postby Quietman » Wed Jul 11, 2012 11:07 am

I predict this very much ending up like the sword fighting game in the Playstation Move Sports collection...
IMO :P :wink: :P :wink: :P :wink:
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Re: Clang - Sword Fighting Simulator

Postby Me » Wed Jul 11, 2012 11:09 am

And I predict you have a POO POO HEAD!

But nah, the entire team do recreation sword fighting all the time, it'll be authentic if nothing else.

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Re: Clang - Sword Fighting Simulator

Postby Quietman » Wed Jul 11, 2012 11:11 am

That doesn't mean anything if they don't manage to create an incredibly accurate mo-cap controller that isn't a bajillion pounds.
IMO :P :wink: :P :wink: :P :wink:
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Re: Clang - Sword Fighting Simulator

Postby Me » Wed Jul 11, 2012 11:22 am

*shrug*
I disagree, motion controllers accurate already, the tech is old now. The problem has always been getting someone to risk making an indepth sword fighting game to support it, rather than making a small easy to understand slash about game.

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