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 November's Developer Update!
This is one of our biggest developer updates ever. It includes progress on the worlds of Orterra, progress on our Combat system, and much more.
Buckle up, this is gonna be one hell of an adventure!
The most important aspect in Blades of Orterra is the combat, and that's exactly what we've been working on this month:
The combat in Blades of Orterra is inspired by Dark Souls, Mordhau, and a few other games and mods. As we develop the combat system we’re experimenting with different mechanics and ideas in order to make it as fun as possible.
Basic attacks can be comboed with other basic attacks for fast, repeated strikes- when basic attacks are chained together they are called Combo Attacks. A player that has a maximum of 2 Combo Attacks can perform a chain of 2 consecutive attacks. Players can also perform a basic attack and then quickly initiate a Sword Ability for higher damage. Sword Abilities count as Combo Attacks for chaining purposes.
Players can switch between 3 Stances at any time by pressing Q (keybinds can be changed in the Settings). Each stance has unique traits, but all weapons can be used with any of the 3 Stances.
The Stances and their traits are listed below:
There are three ways to defend against attacks. Each uses up stamina and has different effects:
Dodging grants a split-second of invincibility and moves your character, which can allow you to find a better strategic position. Blocking stops stamina regeneration, uses up stamina each time you're hit, and decreases your movement speed, but will completely defend against attacks. Parrying is trickier; it requires that you parry at the exact time that you're about to be hit. An unsuccessful parry will leave you unable to do anything for about a second, but a well-timed parry will immediately stagger the enemy, giving you time to make a counter attack or create some breathing room.
We've made some progress on the First Kingdom of Orterra. While we can't show the progress just yet, here's two small sneak-peeks of Concept Art from which our Kingdom is being built from:
The Combat Module has a Loadout Selection screen that appears at the start of every round.
The player can choose from:
Jacob Parise is another new artist on our team. He's on board helping out with the 3D side of the game. His work will be this month's WIP show-off, the Godsend Stones:
The godsend system refers to a set of stones that grant the player a small passive bonus when activated. Only one of these stones can be activated at a time, and the buff received from activating these stones cannot be removed unless swapped with another stone’s bonus. Each Kingdom has a single stone that provides a unique benefit to the player. These stones are difficult to locate, but are typically discovered in a very scenic location.
Indie of the Year is finally here, if you enjoyed this devblog and enjoy watching the development of the game, feel free to vote for us, it only takes one click!
Thanks for reading this month's developer update, see you in the next one!
Fight for the hall and claim the throne in Blades of Orterra.
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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