Metalheart demo!

Commissar Lauren said:
Woe unto me. If only I could understand those confusing English words! Truly! I am so woefully unintegrated with my society it surely must be better to die then to live with this sluggish Russian mind of mine. So many languages just beyond my grasp, like German and English that I've only deluded myself and those around me into thinking I know. Truly these are dark times indeed..
Aaaaaaaaw, look, Laurant's pretending to speak english.
Isn't he cute.. :P
Don't get so pitiful, we all love you just the way you are. :D
(glavnoje shtob chelovek horoshij bil)
 
Odin said:
It's a common generalization to say that Russians (or any other aliens, like the US calls them) have a bad command of the English language.
I thought it was commonly accepted that most Europeans have better command of the English language than Americans. :wink:
 
Add.
it was easy to understand that it wasn't real "Demo" if you just looking at the original time and date of creation these files: they are all was compiled in July (marked 24/07/2004) and it can't be so long distance between July and Demo release time in October.
 
Today on this page Link was published short interview on russian with Akella Guys. (Sorry for my bad English translation :) )

Here are some tidbits:

role-playing system
"Demo": 16 arguments for each hero, substantially worked from which one only 4
Now: The system is qualitatively reworked. is integrated in game of 5 baseline arguments

combat mode
"Demo": a lot of errors, unbalanced enemies AI.
Now: Improved enemy AI, added targeting shots. The tactical possibilities - for example are extended, are injected into game smoke garnets.

Texts and dialogs
"Demo": The part of conversations was not worked and is pasted into game as a plug with allowance for adjustings at the future stages.
Now: Practically all conversations are reworked and have accepted now habitual for look-alike games an aspect - menu with a possibility of a choice.For all NPC the unique conversations are made.

Levels design
"Demo": It was possible to supervise empty locations with small interactivity
Now: The majority locations is rebuilt, the buildings now are disposed more convenient and logically. Are integrated animated plants.it is possible to go practically in each building. The territories are occupied NPC and opponents - now cities really live.

And so on and etc.
 
Spasibo, tovarish Pal.


I can translate the rest of the article if anyone wants.

The only other points they really make are improved quests, improved AI, obviously improved dialogue (The stuff in the "demo" was just a place holder) and all around general playability and balancing issues as well as a buttload of new features. Oh also, the "demo" wasn't translated by a professional translator, which they will be using for the final product.
 
Note: Because I'm lazy, I paraphrased alot

Very recently we wrote about the appearance of the Metalheart: Replicants Rampage demo and the subsequent refute from Akella where they reported several essential changes to the product since then. The attempt to learn about the changes has led to this brief report by the developers on the changes they have made.

Status of the project

The main difference lies in the fact that at the time of the creation of the "demo" all aspects of play were in their infancy. We could observe only their prototypes, whereas in the current beta version they all are almost completely developed and finished.


Demo: 16 stats for each hero, with only 4 working.


Beta: System is reworked for 5 basic stats


Combat system

Demo: Numerous errors in combat mode, poor AI etc

Beta: The essence of the system did not change, but, because of the long and persistent testing, at the moment its already practically ready to go. The intelligence of enemies is considerably improved. The system for targeted attacks works. Also new options - for example, paralyzing and smoke grenades are also worked into the game.

Dialogues and the text content

Demo: The part of the dialogue that was not ready was inserted into the game as filler taking into account corrections in the future stages. Many of them were shown in the linear form - because of this, they were difficult to read. It also did not include all the NPCs it was possible to meet. The text left much to be desired itself, as nonprofessionals translated it from Russian.

Beta: In practice all dialogue now has choices from a menu with choices customary for similar games. All NPCs have unique dialogues. Many logic flaws are removed - all conversations with respect to them are corrected. The Russian version will be translated by proffessionals (not me, I guess-Lauren)

Quests

Demo: In the demo there was only the main Quest - side-quests were not done and, because of this, there were alot of errors in the program and in the dialogues. There is also a quest generator not shown in the demo.

Beta: In the course of preliminary testing about 70% of the errors have been corrected. Also added about 20 new tasks. The system for the generation of quests is now integrated as well.

Design of the levels

Demo: It was easy to see the empty locations with small interactivity.

Beta: The majority of locations are reconstructed, buildings are now located more conveniently in places that make more sense. Separate unique locations are built for the houses - you can visit practicaly every building. Territories are populated by NPCs and enemies - now cities actually live, there is none of the static feeling which was in the demo.

Recruitment system

Demo: It is now conditional - it was possible to recruit into the party whoever was around, including some important plot characters which would have caused disruption.

Beta: Is impossible to recruit into the party some of the plot NPCs and some others.


Other problems

Enemies are arranged without taking into account an increase in the level of the party. In the final version this problem is solved
Goods in the stores were simply placed there - it was simple in order to show the system. Now everything is in its place
Unbalanced system of experience. Everything is finally corrected at the moment - still need to conduct the final testing.

Also, into the game itself are integrated many other diverse special features (some of them they will be described on the site). We won't reveal them all so as to not spoil the fun during long winter evenings (hahah-Lauren).

bleh, I forgot what a pain that was.
 
Hmmm, we need to have the boys down at the lab go over this translation. It could be full of red propaganda. :shock: :lol:
 
Commissar Lauren is famous! Sort of, featured in the news at RPGDot anyway, as "NMA reader."

Dhruin at RPGDot said:
NMA is pointing out an interview with Akella about the recent leaked demo and the differences to the "real" version. Fortunately, an NMA reader has posted a paraphrased translation on the NMA forums in this thread.
 
Hello. 3 ABSOLUTELY new screenshots (11.11.2004) of MetalHeart are available:

*** REMOVED ***
Odin: We don't want to drain CRPG.ru's bandwidth..
Screenshots have been uploaded to NMA's Metalheart Gallery.
 
Thanks, pal!

The screenshots look awesome, but as previously stated, the plot and the dialogue are the crucial parts of an RPG. This Sergey Lakhtin seems to speak English rather well, but to make a good dialogue, one will need someone with outstanding English skills.
 
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