Blades of Orterra is a sizeable indie game that aims to bring new MMO perspectives to life inspired by the Japanese anime series Sword Art Online. While Blades of Orterra is not an MMO, the project will aim to create an immersive and interactive environment that will allow for smaller, player-hosted servers to be created.
For those who are unfamiliar with the popular TV series, Sword Art Online is a game concept that follows a typical medieval fantasy MMO structure, but with two large differences. The first of which is the limitations of combat. Players in the game can only wield melee weapons, mainly focusing on a variety of swords and sword types. This creates a more intimate fight where players must be up close and personal with mobs and other users to engage in combat. The second large difference is the Floor system. The floating castle Aincrad in which Sword Art Online takes placed is comprised of 100 circular floors, each with a huge diameter and a stylized theme. These floors often feature one or two biomes and are sometimes repeated throughout the floors. Certain floors may have a more ancient medieval feel, while others may have a modern or futuristic touch. The overall art is meant to be bright, vivid, and appealing to the eye. This inspiration is what Blades of Orterra hopes to manifest.
The short term goal of Blades of Orterra is to create a minimal viable product and finalized alpha gameplay. Building a video game is no easy undertaking and taking on a concept as large as Blades of Orterra is in its own category, but the developers believe that through efficient and refined workflow, open and transparent community interaction, and inspiration drawn from numerous sources, a sizeable sample of the game can be created.
Blades of Orterra attempts to focus on cutting redundant and useless aspects out of the gameplay in hopes to better focus on the refinement of the core gameplay mechanics. Long term goals for the project include Player vs. Player combat, a unique and Dynamic Skill Tree (through acquisition of the appropriate skill books), player/merchant vending, Player vs. Environment combat, open-world Exploration, and other MMO components that comprise what the devs and community envisions to be a fun and interesting game.
Overall, Blades of Orterra hopes to generate a game which can deliver stunning graphics, immersive interactions, invigorating combat, and an array of unique elements to create a truly unique and wondrous game.
Hey everyone, welcome to July’s Developer Update, this one is short but sweet, enjoy!
At last, the Hall of the King is complete and you can see it in our new video showcasing the finished environment. There are now details and clues added to the hall that hint towards what could have happened in that room. Enjoy!
The Hall of the King will be the playable map for the Combat Module.
You may have noticed an increase in our streams and content- we’re trying our best to stick to a schedule that is found below. Things like streams, podcasts, and more are planned for the months ahead.
A stream every Sunday on our official Twitch channel.
A podcast focused on Q&A, development, and general discussion about the game and the team. We plan on doing this in the middle of every month. Let us know if you would want to see a regular podcast on our Discord channel!
Updates like the one you’re currently reading is on a monthly basis. We try our best to release each update at the end or beginning of each month.
We plan on releasing a screenshot of the game (progress or finalized shots) every other Wednesday to keep you all updated.
That’s it for this month, we apologize for the lack of content but most of the stuff we’ve been working on is behind-the-scenes. See you next time!
Main Menu Music, Knight's Plate Armour, and more goodies!
Blades of Orterra returns to IndieDB, lots of new things including Death and Combat.
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