CHIVALRY: Medieval Warfare is a first-person medieval online combat game that seeks to deliver the intensity of epic hollywood medieval block busters to the hands of a gamer. CHIVALRY hurls the player into a fictional medieval world where the Agathian Knights are battling against the newly formed Mason Order for control of the lands of Agatha.

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Also includes a first look at the new war torn battlegrounds and an early look at combat.

Posted by Tibberius on Apr 17th, 2011

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DuckSauce Apr 17 2011 says:

Just want to get a bit into the way it works here.

Do you have a socket on the hilt of the blade and the tip and just trace between that? But how do you trace often enough to get that sweet of a result(that in between ticks thing?)

Well I'm not making anything with realistic sword tracing, just curious in how it works as a fellow developer :)

+1 vote     reply to comment
mflux Apr 17 2011 replied:

I'm also curious as well. We (Blade Symphony) are also trying to solve the same issues.

+4 votes     reply to comment
Mkilbride Apr 17 2011 replied:

Yes, it's one problem in Age of Chivalry, and many games. You swing and go towards the player, but the attack starts when you click, it doesn't follow the animation. So even though you can see the axe slice a guy down his face, you missed.

When I use a two handed sword, I often click then run at the enemy, so the blade comes down on them as I reach them, so I can attack faster that way...but due to the system...I missed. It sucks.

SO far this makes me think first person Assassins Creed.

+2 votes     reply to comment
Ekonk Apr 18 2011 replied:

The only thing this has in common with Assassin's Creed is that that knight looks just like one of AC's Templars.

+3 votes     reply to comment
zackd Apr 17 2011 replied:

There is a socket on the tip and a socket on the hilt, basically we use the position of these two sockets to find 10 points along the sword and save them. The next tick we find another 10 points, then draw the trace lines in between the points from the current tick and the points from the previous tick. 10 is probably overkill but there's no major performance hit so may as well.

+3 votes     reply to comment
mflux Apr 17 2011 replied:

I like the parallel lines technique. However, what if the animation is too fast (for ticks to capture) or if the player pivots too quickly? Are you doing anything to interpolate that?

BTW thanks for your explanation.

+2 votes     reply to comment
DuckSauce Apr 18 2011 replied:

Thanks for the explanation, that clears it up :)
As for the ticking, I'm pretty sure that even for a very past animation, it shouldn't give too much trouble, at least not for AoC.

Because the sword will still be going in one direction, so the line shouldn't be changing much, if the blade is making "really" fast sharp curves in it's trajectory, maybe it would be a problen... I don't know, I'll let Zack answer that.

+1 vote     reply to comment
Tibberius Author
Tibberius Apr 19 2011 replied:

Thats correct, since we're drawing traces from one position to another it doesn't matter if the player pivots or the animation is fast. The line will be drawn from where the weapon was on the previous tick to where it is on the current tick everytime. This is much more accurate than a single positon per tick method as it eliminates the player pivoting issue.

+2 votes   reply to comment
MatthewD Apr 17 2011 says:

Wow, looks really promising.

+2 votes     reply to comment
Newbez Apr 17 2011 says:

i can't wait! this is a good excuse for not getting an update on age of chivarly. definite purchase.

+1 vote     reply to comment
John_Harrison Apr 17 2011 says:

This gonna be the best game I ever seen!

+4 votes     reply to comment
.sverek Apr 17 2011 says:

Now that, what I call 'dynamic fight'.

Good luck on development : )

+3 votes     reply to comment
Rukus_ Apr 17 2011 says:

Love how the combat is so different and so much more engaging!

+2 votes     reply to comment
Mischa_Silden Apr 17 2011 says:

Anyway, the new hit detection system is a huge leap forward from the AoC times.

Keep up the awesome work!

+4 votes     reply to comment
Tyrell Apr 17 2011 replied:

Haha, Duty Calls jokes will never get old :P

+4 votes     reply to comment
ExecutorTassadar Apr 20 2011 replied:


+1 vote     reply to comment
SinKing Apr 17 2011 says:

Can't believe what asspains you had to go through to make the mod work on Source. This brief comparison shows what a dated engine Source is and how since, the developer tools have been massively improved to streamline production.
I'm actually impressed by the graphics, too. UDK seems a much better choice for a game like Chivalry, even on the shader/visual side... on any side, infact.

+5 votes     reply to comment
Betelgeuze Apr 17 2011 says:

combat looks fantastic, it seems to have a nice "feel" to it!

+2 votes     reply to comment
Torabi Apr 17 2011 says:

Oh wow. The early alpha combat alone convinced me that I have to buy this! Mount & Blade is so much fun online and this looks like it will be a lot of fun as well. Can't wait!

The only thing that I am begging you to do is to add proper mass to the ragdolls. I have yet to see an Unreal 3 game that has ragdolls that do not flop around like crazy. I have no idea why nobody bothers.
Seeing as there are knights with heavy armor, they should fall over very heavily.
Sure hope you guys fix that.

+4 votes     reply to comment
Argoon Apr 17 2011 replied:

Yes the ragdool is the only thing that i don't like on that video.

+2 votes     reply to comment
Tibberius Author
Tibberius Apr 19 2011 replied:

New ragdolls coming up! Thanks for the tip guys love feedback to help us make the game better.

+1 vote   reply to comment
Executor-64- Apr 17 2011 says:

that's some first-hand combat experience right there :D

+1 vote     reply to comment
neckbear Apr 17 2011 says:

Will this game be modable?

It looks excellent by the way.

+2 votes     reply to comment
Tibberius Author
Tibberius Apr 19 2011 replied:

We definitely plan to support modders and user-made content in the game.

+1 vote   reply to comment
moci Apr 17 2011 says:

It might have been a short short but still very informative, tracking.

+1 vote     reply to comment
dowdpride Apr 17 2011 says:

that look amazing! will we be able to dismember our opponents after they are dead?

+2 votes     reply to comment
Tibberius Author
Tibberius Apr 19 2011 replied:

Shhh... we're not at that dev blog yet!

+1 vote   reply to comment
ANtY93 Apr 17 2011 says:


+1 vote     reply to comment
emperor77 Apr 17 2011 says:

i will buy this!

+1 vote     reply to comment
xalener Apr 17 2011 says:

everything looks ******* great except that vignetting.

+1 vote     reply to comment
r3420083 Apr 17 2011 says:

Apart from the sign when the player is hurt, it is perfect.

+1 vote     reply to comment
Tibberius Author
Tibberius Apr 19 2011 replied:

What might you prefer for player hit indication?

+1 vote   reply to comment
lethal_vortex Apr 17 2011 says:

good stuff!

+1 vote     reply to comment
galdor Apr 17 2011 says:

wow at first i didn't care much for this but now i am excited

+1 vote     reply to comment
Otreum Apr 17 2011 says:

I think mount and blade: warband is going to have to step up it's game now.

You guys are doing something with melee combat that should have been done a while ago. It's nice to see a system that actually works ...and look good at the same time :).
The problem with warband is players have no fatigue, and a player can be swinging with the biggest heaviest weapon in the game and be about 3/4 of the way through the swing and immediately, instantly block above their head or any other direction. This means players now exploit the crap out of the spazzo animation system in order to kill opponents, which requires nothing more than clicking left and right repeatedly like a moron before swinging.
At least in this game, Age of Chivalry, you guys are doing combat that is fair for new and veteran players and rewards good skill rather than good knowledge of gameplay exploits (warband).
I can't wait to see what else you have in store :)

+1 vote     reply to comment
Jokerme Apr 18 2011 says:

Now you got my attention. Go on please :>

+1 vote     reply to comment
DillonBarba Apr 18 2011 says:

Holy crap, super ******* jelly of that combat video.
I've never had a video on here make me smile so damn much.
It's fluid, it's smooth, it's perfect.

one flaw which isn't even that big of a deal but the damage indicator on the hud looks a bit strange. (the one that looks like an arrow wound)

+1 vote     reply to comment
HounderKnight Apr 19 2011 says:

That was quite gorgeous :o

+1 vote     reply to comment
ChuckN0rr1st Apr 19 2011 says:

awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome! awesome!
not more to say!

+1 vote     reply to comment
Silverfisk Apr 20 2011 says:

Epic! :D:D
This game will be amazing!

+1 vote     reply to comment
Matt_Bak3r Apr 24 2011 says:

hellllllllllllllllllllllll yeaaaaahh

+1 vote     reply to comment
keatsy Apr 26 2011 says:

1 question what will the gibs be like will they be the same or will there be more limbs to be cut off ?

p.s good work im rly lookin forward to this game :)

+1 vote     reply to comment
Splinesplitter May 1 2011 says:

If this gets cancelled, I'm gonna jump off a skyscraper.

+1 vote     reply to comment
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Chivalry: Medieval Warfare
Developer & Publisher
Torn Banner Studios
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Release date
Released 2012
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