FAQ the Second!
These are included in the FAQ section at the bottom of the main page, as well.
How are you going to handle sword on sword collisions with regards to feedback?We've been thinking about this for years. It's not in the videos because to try to explain it here would get us hopelessly deep into the weeds. We think we have an approach that will work. It’s hard to explain in detail without a very lengthy brain dump. It's not just One Big Awesome Solution. It's a number of separate techniques working together. Some of these are familiar (visual, auditory, and haptic feedback) and others center on some innovative UI schemes. If you allow the controller’s position to get out of sync with what is shown on the screen, you get some feedback to that effect and you get UI cues on how to get back into sync.
In general, if you drill down deep enough on the actual sword techniques, the tree of possible outcomes gets pruned way down. It turns out that you rarely have to solve the fully general problem of one sword stopping another sword traveling at top speed at an arbitrary location in space. Which is a hard problem!
If you are "swinging for the fences" with a sword attack---which is to say, if you are assuming a long follow-through---then you're probably doing it wrong. You don't have to cut the other guy in half. You just have to hit him. In most of these arts, you're trained to pull the attack and stop with the sword between you and the adversary. If the attack succeeds, you're done. If it fails, you have stopped with your blade in a tactically sound defensive position instead of swinging all the way through and taking your sword completely out of the action.
Will it run on Kinect, Wii or Move?Not at first. We don’t have unlimited resources and so we have to focus on a single clear achievable goal. After evaluating all of the options out there, we’ve decided that a PC game using the Sixense technology is the best thing to start with.
Why not use Wii, Kinect or Move? So many people have them. (what is wrong with them?)
Latency and spatial resolution.
How are you planning to deal with lag?Tachypsychia (slowing down time). To some extent this has to happen anyway because the movements in real swordfighting are just too rapid to be transferred into a video game. We don’t want to slow time down a lot, just enough to make the game fun for normal humans with normal internet connections.
Will there be mulitplayer?Indeed, the first release will be multiplayer only, with no single player option.
Will there be left-handed support?
Since ⅔ of Subutai is left-handed, the question is not falling on deaf ears. Again, however, we have to make a distinction between “things we can plausibly achieve with $500K” and “things to add when it looks like we’ll survive.” One useful fact about the longsword (and two-handed weapons in general) is that handedness simply doesn’t matter as much. Both of your hands are always in action. In some respect, a lefty fighting right-handed actually has some advantages in that there are some techniques that involve taking the left hand off the pommel and using it to do tricky stuff.
The video mentions "developing tools for others to use". Does this mean Open Source, or do you intend to license this technology?Our tools will be free to use for user created content (UGC) for CLANG, much like any other modding/UGC tools. If another company wants to use them for their own games, we will develop a license. We have not yet throught through all of the implications of making all of our stuff fully open source and so we can’t commit to that one way or the other yet.
Is this going to be 1 player vs 1 player a-la Soul Calibur or will we be able to have more than two people fighting at once?
One on one multiplayer dueling for starters.
Will CLANG be released on Steam?That is the plan!
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