Blademaster: Duelist [Fight system demo available!]
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- Halfling
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Blademaster: Duelist [Fight system demo available!]
Hi everyone,
"Blademaster: Arena" is a singleplayer sword fight simulator greatly inspired by "Die by the sword" game. Here you fight with mouse movements.
You can download fight system demo on the site: https://www.indiedb.com/games/blademast ... mo-2019-05
Previous videos:
Project is developed by me, except maybe some files from my friend's code (connected with his module for maintaing serialization and scripting) from the old times when we though we will make a fantasy RPG ;)
Used libraries: Ogre, Particle Universe, RakNet, Bullet, Qt, OIS, FMOD.
"Blademaster: Arena" is a singleplayer sword fight simulator greatly inspired by "Die by the sword" game. Here you fight with mouse movements.
You can download fight system demo on the site: https://www.indiedb.com/games/blademast ... mo-2019-05
Previous videos:
Project is developed by me, except maybe some files from my friend's code (connected with his module for maintaing serialization and scripting) from the old times when we though we will make a fantasy RPG ;)
Used libraries: Ogre, Particle Universe, RakNet, Bullet, Qt, OIS, FMOD.
Last edited by przemir on Mon Apr 05, 2021 1:28 pm, edited 13 times in total.
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Re: Blademaster
Yeah that's really cool . I suppose though that it will be very hard to have a "long fight" (I mean "first to attack" is " first to win" maybe?).
Tutorials + Ogre searchable API + more for Ogre1.7 : http://sourceforge.net/projects/so3dtools/
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
Corresponding thread : http://www.ogre3d.org/forums/viewtopic. ... 93&start=0
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- Kobold
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Re: Blademaster
This is pretty cool.
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Re: Blademaster
Blocking won't be the only option. Fast movements (by double-pressing direction keys) may help to avoid attack. Shield and inpenetrable metal armor parts also may decrease chance of being hit.madmarx wrote:Yeah that's really cool . I suppose though that it will be very hard to have a "long fight" (I mean "first to attack" is " first to win" maybe?).
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Re: Blademaster
very cool!
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- Halfling
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Re: Blademaster
New video with duel available. I have improved fight system a little and switched to Ogre 2.1.
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Re: Blademaster
New video available.
Last edited by przemir on Thu Oct 25, 2018 7:00 pm, edited 1 time in total.
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- Greenskin
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Re: Blademaster
Better animations + shiny environment, it'll look great, good progress! what's with the blurring when attacking though? Very annoying.
Check out my projects: https://github.com/NotCamelCase
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Re: Blademaster
Blurry shader is to signal slow motion - it is launched automatically when enemy strikes. As game fight is fast paced and you have to react for enemy movement really fast, slow motion gives you a little more time. But yes - right now it looks ugly. I will try to improve this shader.NotCamelCase wrote:what's with the blurring when attacking though? Very annoying.
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Re: Blademaster
looking good!
but I agree, try changing that blur postprocess for something else... maybe a color grading? or maybe make the blur affect more at the borders and less in te center?
but I agree, try changing that blur postprocess for something else... maybe a color grading? or maybe make the blur affect more at the borders and less in te center?
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Re: Blademaster: Duelist [Greenlight]
I have submitted my game to Steam Greenlight (http://steamcommunity.com/sharedfiles/f ... =864736784). I have planned to do it later, but as the greenlight has to be replaced in near future I decided to do it now.
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Re: Blademaster: Duelist [Greenlight]
As you can see, I've changed look of the arena level. Other changes:
- Obstacles such as colums will protect from slashes
- Replaced my collision engine with Bullet Physics Engine
- Using normal and roughness map
- Obstacles such as colums will protect from slashes
- Replaced my collision engine with Bullet Physics Engine
- Using normal and roughness map
Last edited by przemir on Fri Mar 09, 2018 8:50 pm, edited 1 time in total.
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Re: Blademaster: Duelist
Blademaster: Duelist got greenlit!
Steam Greenlight link: http://steamcommunity.com/sharedfiles/f ... =864736784
Steam Greenlight link: http://steamcommunity.com/sharedfiles/f ... =864736784
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Re: Blademaster: Duelist
I return to network synchronization after few years. The main problem here was that one player could change other's sword position. I don't present slow motion here as it stll need polishing.
Two instances of game running on one computer:
- left side: server, character controlled trough AI (bot)
- right side: client, character controlled trough input (played myself)
From 00:21 I set camera on server's side to focus on another player.
Two instances of game running on one computer:
- left side: server, character controlled trough AI (bot)
- right side: client, character controlled trough input (played myself)
From 00:21 I set camera on server's side to focus on another player.
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Re: Blademaster: Duelist [Fight system demo available!]
I have decided to upload demo version of my current progress in Blademaster: Duelist.
It is fight system demo. This means that although many of things like graphics or game rules may change in production,
the game I develop will be build upon this fight system.
Demo on the site: http://www.indiedb.com/games/blademaste ... 2018-03-08
Edit
Lesson after uploading: Resize your textures!
There is some problem with openGL in some computers when game is trying to load big texture (I have one with size 4373 x 3283) and crashes. The last information in log is that:
I have uploaded demo with textures with maximum 2048 size so the problem above should not occur.
It is fight system demo. This means that although many of things like graphics or game rules may change in production,
the game I develop will be build upon this fight system.
Demo on the site: http://www.indiedb.com/games/blademaste ... 2018-03-08
Edit
Lesson after uploading: Resize your textures!
There is some problem with openGL in some computers when game is trying to load big texture (I have one with size 4373 x 3283) and crashes. The last information in log is that:
Code: Select all
10:56:22: Texture: loading brick-wall-texture0010_fullSeamless.jpg as brick-wall-texture0010_fullSeamless.jpg
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- Halfling
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Re: Blademaster: Duelist [Fight system demo available!]
New demo available at:
https://www.indiedb.com/games/blademast ... mo-2018-06
I added shield and new weapons: sabre and flail.
https://www.indiedb.com/games/blademast ... mo-2018-06
I added shield and new weapons: sabre and flail.
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Re: Blademaster: Duelist [Fight system demo available!]
I uploaded new demo:
https://www.indiedb.com/games/blademast ... mo-2018-10
Most important changes
- Attacks are more dynamic.
- Hit feedback: blood splash when player was hit, and number of damages floating above enemy when enemy was hit.
- Added sword trail.
- Added stamina.
- Thrust and short distance slashes are now possible using left mouse button. Left mouse button still isn't necessary to perform long range slashes.
https://www.indiedb.com/games/blademast ... mo-2018-10
Most important changes
- Attacks are more dynamic.
- Hit feedback: blood splash when player was hit, and number of damages floating above enemy when enemy was hit.
- Added sword trail.
- Added stamina.
- Thrust and short distance slashes are now possible using left mouse button. Left mouse button still isn't necessary to perform long range slashes.
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- Gnoblar
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Re: Blademaster: Duelist [Fight system demo available!]
Good call on adding the sword trails: it makes the fights more "readable", as the usual sword moves may look uncoordinated and messy to the untrained eye. Same for the blood splashes, as sometimes you can "miss" the fact you've been hit when engaged in a very tense fight. You're doing great on that game, I'm eager to see what the final product will be!
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Re: Blademaster: Duelist [Fight system demo available!]
Not bad at all.
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Re: Blademaster: Duelist [Fight system demo available!]
It's been a while since I posted last video. It was hard for me to mobilize myself. I had to replace already quite-polished fight system (again), to try something that might be better. Nevertheless, right now I am happy with the changes.
I uploaded new demo:
https://www.indiedb.com/games/blademast ... mo-2019-05
Major changes:
- I changed mouse -> sword position mapping. Now sword position is correlated with camera. This means that if you "draw a line" with mouse cursor, sword will go exactly on this line.
- Instead of mouse visualisation, there is now cursor.
- Faster attacks.
- Weapons are always visible. If weapon is obscured by obstacle or player, it will be displayed as green or red shape.
I uploaded new demo:
https://www.indiedb.com/games/blademast ... mo-2019-05
Major changes:
- I changed mouse -> sword position mapping. Now sword position is correlated with camera. This means that if you "draw a line" with mouse cursor, sword will go exactly on this line.
- Instead of mouse visualisation, there is now cursor.
- Faster attacks.
- Weapons are always visible. If weapon is obscured by obstacle or player, it will be displayed as green or red shape.
Thank you very much.
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- Halfling
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Re: Blademaster: Duelist [Fight system demo available!]
I didn't write for long time. It does not mean that project is dead, but progress is slow. I am working on it in my spare time after work.
Major changes:
- No player vs player multiplayer:
Steering in this game feels much better with fast attacks. The problem with multiplayer is if enemy (which is the other player) attacks, the player has too little time to press block button, not to mention moving shield to dangered position.
To solve this problem attacks have to be much slower, possibly with animation which signalise attack. But it destroys feeling of controlling the sword.
Cooperation multiplayer is not affected by this problem. But it has low priority right now.
- Level editor:
Because game will be single player only (maybe with co-op in future), arenas are not enough. So I decided to make my own level editor.
- AI improvement:
Now it is possible to fight with two enemies at once.
- Other changes like traps, ropes, breakable objects or player's character partial transparency.
And few screens from my level editor for this game:
Major changes:
- No player vs player multiplayer:
Steering in this game feels much better with fast attacks. The problem with multiplayer is if enemy (which is the other player) attacks, the player has too little time to press block button, not to mention moving shield to dangered position.
To solve this problem attacks have to be much slower, possibly with animation which signalise attack. But it destroys feeling of controlling the sword.
Cooperation multiplayer is not affected by this problem. But it has low priority right now.
- Level editor:
Because game will be single player only (maybe with co-op in future), arenas are not enough. So I decided to make my own level editor.
- AI improvement:
Now it is possible to fight with two enemies at once.
- Other changes like traps, ropes, breakable objects or player's character partial transparency.
And few screens from my level editor for this game:
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Re: Blademaster: Duelist [Fight system demo available!]
Very nice,
Have you seen the game "Hellish Quart"?
https://store.steampowered.com/app/1000 ... ish_Quart/
It seems somewhat similar to the combat system that you implemented.
Perhaps you can take some ideas from that.
Have you seen the game "Hellish Quart"?
https://store.steampowered.com/app/1000 ... ish_Quart/
It seems somewhat similar to the combat system that you implemented.
Perhaps you can take some ideas from that.
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- Halfling
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Re: Blademaster: Duelist [Fight system demo available!]
Thanks.
Mechanically, "Hellish Quart" seems to be more similar to Mortal Combat series. Perhaps some idea may come from setting though.sercero wrote: ↑Tue Apr 06, 2021 4:10 am Have you seen the game "Hellish Quart"?
https://store.steampowered.com/app/1000 ... ish_Quart/
It seems somewhat similar to the combat system that you implemented.
Perhaps you can take some ideas from that.
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Re: Blademaster: Duelist [Fight system demo available!]
Hmm, yes you are right.
It seems similar due to the usage of inverse kinematics for the motion of the arms.
But in Hellish Quart they also combine it with predetermined animations.
It seems similar due to the usage of inverse kinematics for the motion of the arms.
But in Hellish Quart they also combine it with predetermined animations.