This is our biggest update yet – our first big “content update”.
Until now Swordy has been primarily a competitive multiplayer experience. We’ve been working hard to come up with a module that allows single player and co-operative play.
You can now play through what we call single player “missions” – an encounter based progression mode and framework. This first phase of single player / co-op content paves the way towards more types of encounters and scenarios in the future.
We hope you enjoy the new addition to the game! Feedback is really important to us and we read all of your comments and discussion threads, so come join us over on the Swordy Steam page for more information and community discussion!
We are wrapping up our first content update since launching on Early Access!
Going to take one last week for final clean ups, balancing and polish – so this is a bit of a sneak peek.
We’ve finally added Armour to Swordy and switched from a simple capsule to body location colliders that can take damage (or be defended by armour!). The armour pieces take damage and can be destroyed. Different armour will defend against different types of damage. For example: metal plate is great at defending against bladed weapons, but still absorb a lot of “bash” (hammer / flail) damage. The armour is repaired by picking up an identical piece.
This update will make our initial release of “Missions” playable which set the stage for continued single-player/co-op content. These first missions are quite simple: progression of challenge by fighting increasingly armed (and armoured) combatants in a Forrest trial. Building this has allowed us to setup a number of systems future content will build and improve upon.
Finishing up our final testing phase before Early Access release in six days! (22nd July). Been fixing a lot of bugs and getting final things finished up – like the color changer! A bunch of our testers suggested/wanted being able to pick their own color. Being able to set your color helps you identify a bit more with your character on screen and find them easier when things get hectic!
We are also showing off our newest weapon – the spear! It was added a few weeks ago. Its a really fun weapon to use due to its long length and bendiness. It does a decent amount of slicing damage with the metal tip, but if you hit your enemy with the wooden stick part it does not much damage, just force – so it’s weakness is close range.
This week we are showing off our camp/tutorial level. Its the first thing players see when they start playing. Going south greets players with a simple tutorial/training area where they can play and learn the basics, going north moves into the main game.
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!
We’ve been doing a lot of behind the scenes work cleaning up systems and re-working weapon handling. It’s hard to see progress when most of the new things are in the game feel and not content, so to keep motivated and get some shiny new visuals out, we came up with a new arena, codename “White Peak”. It’s a no-border arena where you can easily fall off the edges if you’re not careful enough.