Because it was in summer and the chick is actually a duck!
Quoting Shakespeare in 1403? Either it was meant as a parody or it would be a pretty good miss by about 200 years. I certainly wouldn’t see something like that in a historic game.
Don´t you know Shakespeare was inspired by real events in Bohemia?!
Hello @Luke_Dale
some questions for you:
1; Is the friend of Henry, Lord Hans Capon a fictional or a historical person? I haven´t found any prove of him. Can you describe the backround (familly) of Capon a little?
2; Have you only played Hans, or have you more (little) roles in KCD?
3; Have you play the beta of KCD? Did you like it?
4; The bath scene is a funny one. I like the second version with the full armor.
How many takes are made of this sceen? How long have you wait in the „water“ ?
5; I´m sorry that KCD has no real time facial motion capture and no scanning of the fingers. I think this would bring the cutsceens too a much higher level, don´t you think? That would be much more play act, than only the body moves…
6; Would you like to be part and actor of KCD2?
7; Do you make the stunts by yourself(in general)? In KCD?
8; What was your highlight as actor? Your favorite role? What role would be a dream? Something like James Bond or more like Julius Caesar?
Be gentle. First of all, you should flatter the shirt, only then you can pass to animalist topics or your collection of photos of telegraphic slopes of 20th century… Pff, amateur… :))
Now few questions for Luke!
Question 7 you answered by "the main thing was to not worry too much and to approach the character as if it was me in those situations."
So that gave me an ammo!
How do you live with your character? Does he suit you? Being said how you described him (young, testing out things, searching for himself). You look kinda young, but not that young to search for yourself, so this life era might be still your living memory. Would you do things differently than him, or your actions would be mostly corresponding?
Can you give us hint what movie or TV series can we watch to actually see you? Maybe your favourite role, you enjoyed most in your acting carrier?
I’m also curious about character you play. After quick search I also didnt find any historical mentions of at least house Capon in Bohemian kingdom. Of course it can be translation of some other Bohemian name, but I can’t figure out which can be.
Correction here: I’ve found Kapoun (capon is translation of czech word kapoun) after knowing that, it reminded me there was some lower house of that name. After more searching I’ve found out that first mentions of house are from 16th century and possibly have connection to “vladyka” (? I dont know english equivalent of that title, maybe local low level gouvernor?) of Svojkov (not on game map, kinda further away). From public sources I’ve found nothing of this house from 15th century or earlier, so we can assume character is completely made up, unless WH has some better sources in their database.
This searching for historical facts is much more fun, than fantasy RPG “lore” gibberish!
Man, it’s literally in the first paragraph of the post.
There are more wiki pages in czech. House of Ptáček was real, but it seems that the Jan Ptáček specifically is fictional character. They were lords of Rataje castle (the one we know will be in the game) and they played very important role in Hussite wars.Lol and re-read several times, still thinking I miss something
Bruh, no spoilers!
Don´t worry, it was no spoiler. This was close, but as far as I know this is not Lukes character
So I guess the in game Capon is from the same noble family. The game begins at 1403, so being a teenager at this time doesn’t fit to Ptáček of Pirkstein born at 1404.
- Can you describe your character a bit?
Oh Capon. He’s a teenager…
Jan - name
Ptáček - surname
Hynce - name
Ptáček - surname
z Pirkštejna - house (town name)
1: What are the main influence factors of fps drop you have discovered so far?
2: Is there any AI behaviour between NPCs?
3: How many variation exists between NPC behaviours?
4: How are you modeling the AI-Behavoir exactly? A complex technical explanation is preferred
5: Are every NPC traverses the its complete AI-model or are there any mechanisms, which shortents the traversion process e.g. heurisics.
6: Will the NPCs made also “BAD”-descisons, which will put it into a disandvantage in the first place but can be conveyed to the player.
7: Are there any programmatical bonds between NPCs, which might explain BAD-Decisions.
8: Is there any betrayl between NPCs?
Are the AI routines written in such a way that they are compatible with improved timescaling (I prefer timeflow close to real time, and this is especially true when the landscape scales are 1:1)?
A setting or mod that I would look to use very near to the release would be a time flow one to set to 1:1 (normal map scaling) or 2:1 (at most (based on scaling from Rataje to Silver Skaltiz)), rather than the faster flows of the existing Beta (15:1), but if the AI behaviour is tied to scaling improperly then this becomes more difficult.
Some of this may already be changed, with the new time of day/skybox changes, but we have no details on that other than the real ‘Spring 1403’ sky configuration and an appropriate day/night split.
Hi Jan,
Going from a programmer to a rookie designer wasn’t ideal but it was also tempting, so I didn’t reject the offer.
You have work 2 years as a desinger and 1 year as a scripter at Warhorse, and worked before as a programmer. Is work as a programmer the next step at WH?
Or are you happy to script all the crazy stuff?
Which games are played at the partys?
Is it the quest “neuhof_colliers”(pictures)? How long will it take to finish your current quest?
Can we expect a mod “bohemia wasteland” from you, after the release of the KCD?
With zombies/ghouls?
Or is WH working on something like that (DLC maybe)? Something like “Undead Nightmare” in RDR…
After the last main quest, is the game finished or can we play onwards and discover the world, make sidequests?
I think most of the players don´t want a hard ending in a open world game (like in Fallout3)…
Maybe my translation is not correct,…
where the next part of KCD is to be situated
do you talk about KCD2???
In which part of Prague are you born, and spent a third of your life, exactly?
I see the reply that was given to the timeflow question but I’m not sure if the reply is reflecting the same idea as the question.
In the Beta I can set the t_scale to 0.07, which approximates real time flow, but everything in the engine also slows to this lower rate.
What I want specifically is a 24 hour day, running in approximately real time, with normal flow of time for player and AI entities, but with longer periods of ‘repeats’ of behaviours (where appropriate), such as chopping logs, working in the fields, eating etc, not merely s t r e t c h i n g out the current day cycle over a longer period of slower activity for player and AI.
These are just different variables with confused and confusing names. One (called time scale) sets the speed of game(program) time. If you set it below 1, everything, including animations will be slower. If you set it above 1 everything gets faster. The other variable (called time speed) sets the ratio of game-world-time to real-world-time. If you set it to 15 (which is what we have now) then 1 real-world hour spent in the game will result in simulation of 15 hours of the in-game daycycle. If you set it to 1, the game day simulation would match real world timeflow. If you set it to 0.5 the game day will take 48 real world hour to complete. As it was stated our simulation is really ready for nearly any time speed.
Fun fact: We implemented proper simulation of sun traversal across the sky based on date and geographical position. So, if you set the time speed to 1, move to central Europe, and start playing at the exact time the in-game clock match yours, then movement of the in-game sun across the game-sky should be in total sync with movement of the real sun.
Is this console cmd available in the beta, as t_speed is not recognised? Is this the proper name for it, and/or is the function exposed?
t_scale allows the slow motion/real time version. This differs from e.g p_gravity_z which is exposed but always returns 9.81 whatever value is passed in.