Mirage GDC Press Roundup
Our team recently travelled to sunny (and a bit rainy) San Francisco for the annual Game Developers Conference.
GDC saw the first official preview of Mirage: Arcane Warfare with select games press.
Here’s a roundup of that GDC coverage - with more on the way!
“The inspiration for this spiritual successor to Chivalry was the idea of extending the precise, back-and-forth hand-to-hand combat of that original game to ranged combat.”
“In the crowd of first-person multiplayer games coming in 2016, Mirage: Arcane Warfare stands out.”
Mirage received Jeux Video’s highest rating for a preview impression - “Tres Bon”!
“Mirage: Arcane Warfare tries to bring some of the grace and tactical complexity of speed chess to the usually chaotic world of the multiplayer FPS.”
“Mirage significantly changes the top-level gameplay from what’s been experienced in Torn Banner’s previous titles, but does so without shaking the foundation.”
“Mirage: Arcane Warfare is more than a set change for Torn Banner Studios. It represents the next stage in the type of combat built in Chivalry: Medieval Warfare.”
“Mirage: Arcane Warfare is an intense game that requires time and patience to master.”
Wilt last edited by
very good tbh, it won’t belong before the paparazzi are following the team all over.
gregcau last edited by
“we’ll say that Torn Banner was among the most competent game development interviews we experienced at GDC. The team clearly has confidence in the product and executed its demonstration masterfully, something that can’t be said of all these meetings”
I guess he had some bad interviews from other game studios, lol.
I realize a lot of effort is going into the classes and action of course, hopefully there will be a lot of thought going into the map design as well. Having played the TO maps 98% of the time over the last 2 (or is it 3) years, there are distinctive elements that work and ones that do not work. I would be happy to expand on that, there have been a number of threads on the subject.
I think a “design guideline” list could be devised e.g.
- thou shall not design a spawn point that causes falling damage when you leave it
- thou shall not make one side run more than (pick your nbr) minutes to reach the objective
- thou shall not give defenders a ballista 20 feet from the objective
- thou shall not make the attackers run through 2 waves of defenders with a flag
- thou shall not make the king run across half the map to escape
- thou shall make ammo boxes equitable to both teams and not hard to find
- thou shall force respawn when the objective moves forward
- thou shall not allow strong ranged defenders to be unable to melee
Some particular features stand out in the current maps that make them more interesting
- fight for the (catapult/ballista) e.g. stoneshill, battlegrounds
Obviously some things wont make any sense in Mirage
- king fights make no sense
ok I got distracted, someone else finish up what works and what doesnt.
Wilt last edited by Wilt
You know they most likely mean’t TB had a working product at least plus were interview friendly, not everybody is.
Quite often company people are like rabbits in headlights when it comes to being interviewed or meeting real people.
I can remember when telling certain Directors I am coming down to chat to them in my usual fuzzy warm way that
actual tech goodies turned up in the post with a note it wasn’t a necessity that I come and chat to them its ok.
TB does look very friendly on camera imo.
@gregcau Amazing, we should write all our internal guidelines this way!
gregcau last edited by
@Vesros ok you inspired me to write this: http://forums.tornbanner.com/topic/23473/mirage-to-map-design-cmw-lessons-learned