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Bushido: Legend of the Samurai is a Multiplayer Melee Combat game set during during the turbulent feudal period of medieval Japan. It features a host of innovative game-play elements, such as:

  • A complex and rich combat system (based on a real Japanese martial art)
  • Our new 'honor' mechanic, used to unlock certain tiers of weapons and armor
  • Fully customizable characters - will you be an honorable Samurai or deceptive Ninja?
  • A host of detailed environments, all based on the natural geography or historical sites in Japan

Bushido combines elements of honor, strategy and lightning fast reactions into an new and challenging multi-player experience. Please help us promote Bushido by following us on Twitter, Facebook and Youtube!

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Busy busy busy! We’ve got Jay finishing up on the Katana customiser and starting Armour customisation… Kieran is churning out new armour sets... Patrik continues work on our main theme... Sam’s busy starting a new environment! There’s more new content that we know what to do with!

The last couple of months have been super-productive for the Bushido Team, as we plough ahead with our plans to get a stable demo together within the next couple of months. A lot of functionality has been fleshed out and is being implemented as we speak, so we’re really excited to start showing off some of our work.

Combat has been put on the back-burner so that Jay has time to work on customisation and establish all of the dependencies on how armour sets are going to work. He’s going to be revisiting it within the next couple of weeks in order to add that final layer of polish. Once that’s done we PROMISE we’ll start showing you guys some videos!

As mentioned above, Kieran is churning out plenty of armour sets for us to play with. Each one has to be rigged individually which is why it's taking quite a long time - but we’re really happy with the results and can’t wait to start sharing some screenshots that illustrate the depth to our customisation feature.

Audio wise things are progressing really well. Patrik has been implementing a few of the foley sounds created by Jake and is also still still working on our main theme. Both areas are progressing well and we’ll be sharing more on them soon.

That's more or less it for this blog post! Stay tuned for more updates as we’ve got plenty to share over the coming weeks.

You can keep up to date with the very latest news by following us on Facebook or Twitter!

Cheers,
Team Bushido.

Devblog #12 - Modular Construction

Devblog #12 - Modular Construction

News 1 comment

We’re back with another Devblog - this time taking a look at some of the processes/methods behind the construction of assets for the game!

Devblog #11 - The music of Bushido

Devblog #11 - The music of Bushido

News 3 comments

Have you ever wondered what feudal Japan actually sounds like? Well wonder no more, as we take a look (and listen) at some of the early audio concepts...

Devblog #10 - 3 Year Anniversary

Devblog #10 - 3 Year Anniversary

News 8 comments

Can you believe it - it's our 3 year anniversary this month?! Bushido has certainly become a labour of love for those of us on the development team, but...

Devblog #9 - New maps and Ninja player model

Devblog #9 - New maps and Ninja player model

News 6 comments

It’s been another busy couple of months for the Bushido team - over the last few weeks we’ve been hard at work on a bunch of new maps, animations...

Comments  (0 - 10 of 831)
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Guest
Guest

This is like the Samurai game i am expeting since ever! When it comes out I am totally buying it! Keep up the good work :)

Love from Portugal

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Dragonslayerelf
Dragonslayerelf

This looks amazing.
Whenever it comes out, I'm buying it.

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Hels
Hels

Ah, and another thing. Might seem stupid, but for those people knowing about swordplay might be very important. The left hand must be at the end of the hilt. Is the propper way to pick a katana, so that you can do an arch with the blade easier. It's only a matter of making the character grip the katana a little bit more at the end of the hilt model. Doesn't mind really in the game, but gives more realistic flavor :P

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Hels
Hels

Guys, I've just heard about this game now, and I am ******* amazed. I am really interested on how are you going to mod the combat. I give you a suggestion. Read the book "A book of five rings" by Miyamoto Musashi, and you will find in it a big inspiration.

Another suggestion which is already said in the book. Guards are not only for blocking but part of an attack. What this means? That when you put yourself into a defensive stance, you may do a quick attack from that stance, instead of winding up the katana all along your back, which would be a longer and slower move. As a consecuence of this, I suggest you the next, if you haven't already thought. 9 stances/guards. Up, upper left, upper right, right, left, down right, down left, down, and center. From that stances, you can make attacks, block the enemy sword and open a defenser for a fast attack, etc.

What do I mean? All the attacks in Chivalry MW (where you come from), where done slow and not from a stance, but a whole attack animation, swinging the sword across your back. Well, it is true that this is a way of attacking with the sword, BUT NOT THE ONLY ONE. Chivalry, while being a good game, needed more attack animations, specially fast attacks from a guarding position, stance playing, etc. and that's where you can shine. Mainly because this kind of stance play would give the feeling of japanese swordsmanship (and any one in general), which is not only charging as a mad man into the enemies, but hiding your attacks. This system I tell you would make you shine specially in 1vs1 fights or 2vs2 fights, where the precission and deceiving the enemy should be key to win.

Hope you have in count all of this! Hoping to hear more news of you!

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damianturnbull

With some awesome melee games coming out e.g. Mordhau, For Honor, Kingdom Come: Deliverance, etc. I am curious to hear something about how you guys are tackling collision detection, overriding animations with IK, stances and predictive algorithms.

Can I request a dev log where you cover the combat mechanics and how you expect combat to work? Just some high level stuff, no need to go to full nerd level :)

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sam.ibbitson Creator
sam.ibbitson

Definitely - we'll be putting something together soon :) !

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RoyalWatcher
RoyalWatcher

*Pokes Devs in hope for update leak*

:3

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sam.ibbitson Creator
sam.ibbitson

As its you RoyalWatcher, we've posted a new screenshot just to keep you going ;) !

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RoyalWatcher
RoyalWatcher

*Pokes more after seeing screenshot!*

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damianturnbull

Why all the poking? We've had 1 x screenshot since the Nov 2015 update.
What more could you want? :)

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sam.ibbitson Creator
sam.ibbitson

Exactly! Geeze you guys are greedy...

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RoyalWatcher
RoyalWatcher

Fair enough ^^

*starts tickling*

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Bushido: Legend of the Samurai
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Meteor Pixel
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May 27 2016

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May 27 2016

Had a great time at the @UniofBath CAMERA launch event! Excited to see where the project goes! T.co

May 21 2016

We're about to start!! T.co

May 20 2016

En route to @UniofBath for the CAMERA launch event!

May 20 2016

Martial Arts look so pretty! Wonder if we could do this with our mocap data? Vimeo.com

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We had a great time at @interface_event yesterday! Got to meet some really interesting people and had some great meetings!

May 6 2016

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