In the spirit of the international phenomenon that is #MayTheFourth, we goofed around with Swordy weapons making a functional lightsaber. It’s unlikely to be one of the official Swordy weapons, but who knows 😉
After a great weekend at Play By Play festival in Wellington, we stopped by Aurora44’s HQ, played some Ashen and talked about their experience going indie with an ambitious game. This episode is co-produced with Allan Xia from Chromacon.
Swordy has been Greenlit on Steam! For all the horror stories we’ve read about Greenlight, this campaign exceeded our expectations. The response and discussions has been great and we are grateful to the community for all the support, votes, shares, comments and discussions. At this stage we will continue responding to questions, discussions and comments while focusing on bringing the game closer to it’s Early Access release.
Our campaign In a nutshell:
We have reached an important milestone! Swordy is now on Greenlight. Swordy surpassed top #100 in 17 hours and broke top #10 in 4 days and still going. The community on Greenlight has been great and the response exceeded our expectations! Please vote & share! We appreciate all the support we get!
We’ve been working more on our armour! This is Brigandine / Coat of Plates / Splintmail style armour set. Showing off a bunch of different color variations and mix-and-matched sets (like what will end up happening in game).
The first picture is a turntable series.
The second picture highlights the different material areas that share visual style.
The third picture is a group shot showing different color variations of the single armour set.
This week we are showing our map! Its used for game-mode and arena/map selection. We still intend to improve the UI and icons.
Danny has done the final art pass on the Octopus Arena. It was the first arena we ever made, and now its much more in line with how our art style has evolved and running better. Here are some shots of the previous version: 1, 2, 3. Going back further to the original map 1, 2.
The trees are created using SpeedTree. The bushes are a custom shader based on our grass shader (similar to Shadow of the Colossus fur).The sand is also a custom shader which has the layers of sand (wet, glistening and standard) blending into the grass for the path up the hill.
You also get a peek at the more readable design of the Spawn platforms (with life count) in those screenshots. Here is what they used to look like.
This week we are showing dual wielding. Its been half finished for a long time, and we decided to get it done! The most difficult part (that needed playtesting) was nailing the controls for pickup and drop for dual wielding left hand and right hand separately, as well as pickup and drop for double handed single weapon. Trying to get a balance of “easy to use” and not TOO awkward but with enough fidelity to be able to do what you want… sounds easy!
At the end of October, the Frogshark team went over to Melbourne for a week of game conventions and expos. Had an awesome chat with Tony Coculuzzi, lead developer on Cuphead at PAX! Tony shares some insights into how they work at MDHR, then we walk the showfloor, play Cuphead and check out some indie games!