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Reescribiendo la historia. Diario de desarrollo de Chronicles: Medieval
3djuegos
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6/6/2025
Categoría
🎮️
Videojuegos
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00:00
Gracias por ver el video.
00:30
History books are cool, but what if you could live it?
00:32
Not just following a script, actually forge your own Medieval Chronicle.
00:37
At Raw Power Games, we're not just making another medieval sandbox.
00:40
We're creating something deeper, something unpredictable, and most importantly, yours.
00:45
In this video, we'll give you a closer look into what we're cooking.
00:49
From systems to sorts, castles to communities, this is Chronicles Medieval.
00:53
When I think about the tone of the game, of course, we wanted to highlight brutal and rough nature of medieval life and warfare.
01:05
But we also wanted to not shy away from the visual variety involved in the world.
01:10
So a variety of colors and styles, quite a vivid world that these people inhabited.
01:15
Modern media tends to kind of fixate a lot on the dull and gray kind of aspects,
01:19
but I think medieval life was actually quite colorful.
01:23
We would like to create a world that can spark curiosity.
01:28
So we decided to add enigmatic layers on the settlement,
01:32
which hopefully can intrigue the players and motivate them to explore the whole world.
01:37
Chronicle Medieval is kind of like my dream project.
01:41
I feel super lucky to be able to work with a team who is so talented and experienced
01:47
and also love medieval history and games like me.
01:50
I am sure that when the game is finally finished, I myself will spend hundreds of hours playing that.
01:57
A great deal of research went into Chronicles Medieval,
02:00
and I really think what put together the believability of the history was all of the kind of little nuances of characters.
02:07
So how armor is forged, how it's put together for clothing and fashion.
02:12
It would be how things are hemmed and kind of seam patterns.
02:15
And all the concept team put a lot of research into fashion and how that evolved over the time period we're focusing on.
02:23
One of the most exciting parts was kind of seeing our characters come to life
02:26
so that then they can start killing each other.
02:27
To make the combat feel authentic is challenging, but we have sources.
02:37
And when we understand the concepts behind all the historical martial arts,
02:41
then we can have at least a really nice and historically accurate visuality.
02:47
Imagination has been my best friend as a combat designer.
02:49
But here, that's not the case.
02:52
We have to think about, is it believable?
02:54
And if it's a yes, we have a solid answer.
02:57
If it's a no, another round of iterations.
02:59
Realism doesn't mean it's not fun.
03:02
While realism is really important for a game, we're not making a simulator, for sure.
03:07
That means that we do get the freedom to design, let's say, artificial systems to make it even better.
03:12
We heavily rely on Björn's bocapping to add realism.
03:16
And everything is nice and enjoyable for the player, also plausible enough for all the historians.
03:21
What we're aiming for is to make you feel the brutality, the urgency, and the weight of your decisions.
03:27
It's a game about killing someone, right?
03:30
Any combat situation, whether you're in a battlefield or in a duel,
03:34
you're trying to kill someone or disable someone right now.
03:37
So we want you to remember that you are not a hero here.
03:41
You don't have magical abilities that can slaughter multiple people and just change the tide of battle.
03:45
You are a human being.
03:47
You are fighting against another human being who's trying to kill you.
03:50
And you are trying to survive and kill the opponent or multiple opponents around you.
03:55
So it all boils down to making the right choices in a short amount of time.
03:59
Every single choice you make could either reward you or punish you.
04:03
Do you have the right armor with you, the right weapons, all the decisions you make, the preparation, and also within the battle.
04:11
When you're in a duel also, everything counts.
04:14
Every single attack, every single block will keep you alive or will kill you.
04:19
If you were to ask me what I like the most about being an engineer working on Chronicles Medieval,
04:33
it would be that we very early on made a decision to make all the systems that make up the gameplay
04:39
and the decision-making systems be part of one whole framework.
04:45
Today that allows us to be very reasonable about how we approach performance issues,
04:50
but also how we approach gameplay interconnectivity.
04:54
Because the gameplay interconnectivity is really what drives the game
04:57
and makes it very dynamic for players when they play it.
05:00
Chronicles Medieval is a hugely ambitious game.
05:03
There's a lot of stuff that the player can interact with.
05:05
Big character gallery of NPCs make meaningful decisions.
05:09
Our battles are truly grand.
05:11
So we put the battles into three layers.
05:13
Combat layer, fighting one-on-one.
05:15
Captain layer, where you command units in your immediate vicinity.
05:19
Kind of the Braveheart fantasy that we're trying to get to here.
05:22
And then we have the tactical layer.
05:24
We call it the general's layer.
05:26
Something that the player will engage with during the pre-battle planning phase.
05:31
In Chronicles, we really, really want the player to be able to express himself
05:34
and do whatever they feel like.
05:37
If you want to be someone, if you want to chase something, you could.
05:40
And we want to, as developers, give you the opportunity to do so.
05:44
So after you create the character that you want to play as,
05:46
you're being welcomed into an exploration map
05:50
that covers a big part of medieval Europe,
05:53
where you are welcome to freely roam
05:55
and do essentially what you want.
05:58
You can go and visit settlements.
06:00
You can go and visit castles.
06:02
You can attack caravans.
06:03
You can chase bandits.
06:04
You can perform quests.
06:06
You can also hire companions and have some adventures with them.
06:08
You can participate in small or big battles.
06:11
We take you from the top-down view of exploration map
06:13
and throw you into TPP, where you can feel and see your character
06:16
and actually be a participant of all the events that are there.
06:20
So it also feels more immersive
06:22
and you can see and experience the amazing world that our artists also build.
06:25
The part of you being there is an important pillar of what we try to achieve.
06:29
Less management, more immersion.
06:31
There are multiple different systems that allow players to shape their journey
06:37
and to also shape the world around.
06:40
We also have the entire economy that basically runs underneath the hood
06:44
and drives all of the economic and trade situation in the world
06:48
that you as a player can also influence.
06:50
We are really trying to experiment with these systems
06:54
to create more of a dynamic and real world.
06:58
Chronicles Medieval is a game full of opportunities
07:00
and we can't wait to see what you'll do with it.
07:02
History has already been written, but this time you'll hold big the pin.
07:06
Wishlist Chronicles Medieval now on Steam,
07:08
sign up for our newsletter and come join our community.
07:11
Because trust me, we're just getting started.
07:12
This time our community helps us to see what we're doing.
07:27
It's great to see.
07:31
This time our
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