#Blade Ballad 0.7.0 - Low Guard

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tight tangle
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VERSION: 0.1.2
An experimental melee combat system, which uses kinematics to drive movement.

The weapon itself is the anchor point to which the hands are targeted to, and unlike traditional or 'normal' melee games, where you are limited to a single attack direction (with varying animations), or 4/5 attack directions like what you'd find in Mount & Blade or For Honor, this system gives you 360 degrees to rotate your weapon, so you can execute your swing at any angle. Similarly, if an enemy (see the last segment of the video for combat demo) attacks you, you can rotate your weapon to be perpendicular to theirs, which will allow you to parry that attack.

You also have control over the panning of your weapon, constrained within a bounding box. You can for instance, perform, a downward cut, but do it to the left of the center. This also ties in with how you can parry. For example, the enemy could feint high, raising their weapon for a potential strike, making you pan your weapon upwards but then swing low, which you have now left exposed.

The overall premise is that these movements are all entirely procedural. There is not a specific position to place your weapon or a specific range of rotations to rotate your weapon to. You have full control over your blade, thus your effectiveness in combat is measured by the precision of your swings and your ability to spot openings, rather than having a weapon with higher stats.

https://youtu.be/fdhVDqSq8Hk

A demonstration on the current state of Blade Ballad's experimental melee combat system, still with some bugs but not as much.

▶ Play video
hollow mesa
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wow really interesting, im doing HEMA on longsword and i'd like to play something that looks closer to real sword combat, your game may become something like that!

tight tangle
hollow mesa
hollow mesa
tight tangle
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VERSION: 0.2.0
Wanted to share a building mechanic I’ve been working on. It’s a tile based placeable building system so you can snap placed objects together similar to minecraft, but unlike minecraft it does not use voxels but instead right triangles as the base floor.

You can then place walls on the edges of this base floor, which might feel familiar if you’ve played Rust, but the difference is that Rust uses equilateral triangles.

The idea behind this mechanic stems from the excessive amounts of building shapes that I find in a lot of survival RPG games, which I found disengaging and overcomplicated, but at the same time, voxel games like Minecraft lack the ability to create a sloped or angular buildings, plus so many people are doing something with voxels these days.

I have a blog post that goes into more depth regarding this mechanic inside the devlog 0.2.0 on itch.io. Or at blade-ballad.com

The game is still under development, and the latest version (0.2.0) is a demo build, but if you want to playtest it and help find some bugs you can download a copy here:
https://khiemgluong.itch.io/blade-ballad
https://youtu.be/hXng_tf9A3U?si=RIhfEXzhWAs4JUzP

itch.io

a kinematics driven swordfighting game with basebuilding

A showcase of the work towards the tiled triangle based build system that's both part of the core game mechanic and also the tool which will be used for its world building.

I would also like to thank @ShapedByRainStudios for the tutorials on creating a serializable save system. Mine is different from what was taught but I couldn't have grasped...

▶ Play video
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Blade Ballad 0.2.0 - Placeables V2

tight tangle
tight tangle
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Released version 0.3.0 of Blade Ballad, a kinematics driven melee game.

Update removes the heavy swing mechanic, which has been integrated into the panning system that adjusts attack speed and damage based on blade positioning. The introduction of flipped swings adds further fluidity to combat, and changes to weapon pitch.

Details are on my blog page: https://blade-ballad.com/2024/09/05/overhauled-ik-combat-design/

0.3.0 After six months of solo development, there’s a lot to cover beyond just the combat system. I’ll go over the various improvements to the combat, code, and designs that have shaped Blade…

tight tangle
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Version 0.4.0 of Blade Ballad introduces significant improvements to combat mechanics, enhancing seamless chain attacks and expanded panning. It also includes weapon binding to prevent exploitation, upgraded graphics through URP, and the unveiling of the Colosseum arena. New gameplay features like gamepad support, inventory adjustments, and a basic mission manager enhance player experience and engagement.

https://blade-ballad.com/2024/12/22/the-colosseum/

Version 0.4.0 of Blade Ballad introduces significant improvements to combat mechanics, enhancing seamless chain attacks and expanded panning. It also includes weapon binding to prevent exploitation…

tight tangle
tight tangle
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Blade Ballad 0.7.0 - Low Guard