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Project Aron is a first-person fighting game which employs a tactical use of elemental magic in a competitive multiplayer environment. Movement becomes a essential part of this gameplay, and the environments are encompassed by the concept of truly free movement and maneuvrability.
Fighting is a visceral blend of swords and grappling where the final blows ends in gruesome executions. Magic is performed by using ones internal energy to reshape the elements of the world, for movement, defensive, offensive or supportive purposes.
We're always looking for talented people in all positions. If you're interested in joining us, mail your application to zombiraptor@gmail.com, together with a short description of your previous work, and a work sample or portfolio.
Be sure to mention name and which position you're applying for in the subject. You may also mail this address for any questions or to request our Vision Statement.
01. Release date, mocap, and available positions
02. Now open for all positions!
03. Dev Diary 1, Mocap Post Mortem, New Members
04. Huge news update! (Warning: Mild nudity)
05. Gameplay video, character model, recruitment
WIP01 - Initial ledging and walljumping
WIP02 - Improved walljumping
WIP03 - Improved ledging
WIP04 - Crouch & Crouch jumping
WIP05 - Wallrunning
WIP06 - Slide and dodge
WIP07 - Curving fireballs
WIP08 - First multiplayer test
WIP09 - Air control (Quake style)
Smooth moves (precision jumps and wallrunning)
UDK vs Aron Physics
Closed Testing 01 (Speedrun)
Dev Diary 1 (motion capture)
Speed painting 1
17 comments by MyDopefish on Apr 17th, 2011

Today's topics:
01. Character model and concept
02. Closed testing
03. Team members and recruitment update
04. Soon in a future near you
01. Character model and concept
There's been some progress on the first playable character model, with the concepts and initial brush work for it. We have also created concepts for the style of our third faction, which you can see a concept of a male and female below.
02. Closed testing
For Project Aron we've decided to throw away all of the original movement and physic handeling from the default UDK, and reworked everything from the ground up.The first closed testing build has been sent out to our followers, and the initial feedback seems really positive!
These were the implemented features of that build:
If you've recieved a invitation to the closed testing, but haven't yet tried it or filled out our survey, please take a moment of your time to try it out and give us some feedback. The more you tell us, the better we'll be able to tweak the game to perfection.
Below you can see a comparision video of the physics from UDK and Aron, aswell as a speedrun of the closed testing level. Please note, everything you see in these videos are placeholder art and shouldn't be considered part of our final style or quality.
If you want to participate in our closed testing, be sure to track the game and follow us here on Moddb/Indiedb.
03. Team members and recruitment update
We've had some restructuring in the team, with some members leaving us for other ventures, and some people having to ramp down their activity on the team. This have had a positive effect as we're able to predict more clearly what we'll be able to create for each milestone.
The drawback is that the scope for our first release have been scaled down to only feature player movement and the time trial mode. We'll continue working to implement the melee and spell combat after that.
Core team:
Additional help:
We're still mainly looking for additional coders, animators and a environment concept artist. Of course we're still open for all applications, so if you're interested in joining us write an application to: zombiraptor@gmail.com
Every application should have a short description of your previous experience, and come with a sample of your work or portfolio.
04. Soon in a future near you
As mentioned previously, we'll have to scale down our initial release to be a time trial only version of the game, but with that goal we hope to present a open testing build sometime around June/July.
Here's a list of some of the upcoming features that we hope to implement before June:
We also hope to have a story animatic ready for your viewing pleasure by then, featuring voice work from the ever so talented Ricky Grove, and a original theme by Ryan Olson.
Only registered members can share their thoughts. So come on! Join the community today (totally free) and do things you never thought possible.
Sounds interesting, best of luck.
Well, you had me interested from day one; now you also have me tracking.
This will be huge!!
May be some hints of plot and gameplay?
"Project Aron is a first-person fighting game which employs a tactical use of elemental magic in a competitive multiplayer environmnet." :)
Multiplayer only for now. Will soon start posting some recruitment ads for additional people, since we're close to completing the movement functionality.
We're trying to make the multiplayer modes unique, so we're working on a mode that involves resource gathering, among others.
What hasn't been mentioned in the game description, is that we're working on a sword fighting system, which is inspired by Bushido Blade, Soul Calibur and Blade Symphony :)
Moddb.com
I'm lovin' the overall jump and wall jump function, the jumping from a pole to a pole looks very fluid, though i'm most amazed that you can jump from a wall to a wall over and over again which is so uber cool especially if you can mix it with sword fighting and clever level design.
The level shown in the video seems to rely on the parkour abilities a lot, will all other levels be designed in such ingenious way? Ѿ
(PS. Count me in on the comment + track deal)
Added a concept image as a thanks for all our followers ;)
The level shown is just a test level for trying out different things such as ledging, walljumping, slopes and similar. We have a big focus on the move and feel of the game, and are therefore trying to get all of its functionality implemented before developing proper levels for it.
But what I can say for the upcoming levels is that there will be "paths" focused on trickjumping, aswell as they'll be built with vertical movement in consideration, as opposed to common levels, which are kind of flat.
Stay tuned for more updates! :)
I'm one of the silent tracker types, but if comments are rewarded by videos...I'll comment. :D
I really like how you are going about the design of this. Where most people would focus on art, you are actually designing the solid framework first. +3 gamedev cred to ya.
Think we got a pretty good deal going here. Comment + track = new video update? :)
Thanks for the kind words. One of the goals for the project is that it shall "feel" (in lack of better wording) different than the other games. The videos posted soo far are without the tweaks for height, speed and similar.
Here's the video as thanks for taking your time to comment:
Indiedb.com
Oh, our first comment and probably first one to track us :)
We'll celebrate that with a new WIP video!
Indiedb.com