Black & White Bushido
PlatformerBlack & White Bushido is an arena fighting game between light and shadow samurai. Battle for control of the light or the dark in multiple arenas...
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As I continue the development of the game as fast as i can whenever possible during my daily stuff. I wanted to write about the genre and the story of the game.
At 1580’s, Ottoman Empire begins to lose its power and the rebels show up. Our dear boy Hattori, decides to turn back to his homeland, Japan. Our story begins with his journey on the way back home to Japan. So what is the connection between Hattori and Ottoman?
According to researchers, Hattori belongs to the Turkish race, like American Indians. We don’t know where he was born.
Hattori's shop
At 1570’s, when the Sultan II Selim was the emperor, he had a small shop in Eminönü in Turkey. Shop called “Hanzo Chopper Factory”. He was so famous with his meat choppers. But his most important invention was the “Döner Knife” (Döner is a kind of Turkish kebab) . Döner Knife is not a usual knife. It’s size is same as the swords.
Ottoman with Hatori's famous Döner Knife
Mean while, he improves his Döner Knife production technique and starts to produce new swords which was famous as ninja swords.
At the 1580s, as Ottoman empire starts to collapse, he decides to move to his ancestors country, Japan. But his journey wasn’t going to be easy as he thought. He should learn the old rituals and he should fight with old clan members which was the enemy of his ancestors.
Game is the mix of the genres like; action-adventure-puzzle platformer. You have to fight with your enemies, collect the informations, solve classic platformer puzzles to proceed. Simply, it’s mixed soap :)
It’s soap, because this is the way i want it to be. I’m developing this game to my delight. In fact, this game is a kind of practise of other title. This other title is going to be much more simple and casual which i would like to target to a wider range of gamers.
Some of the game mechanics are completed. Game design is not finished and I didn’t start the level design yet. So all the videos are just like a sandbox.
There are lots of classic -must have- stuf in the game. Like spikes. There are lots of them. Spikes from back, front, top and bottom with single or multiple chain reactions and more to come…
Besides I started to develop the stupid AI of the enemies. Right now, they are just jump’in and chasing you.
Npcs are not just walking in the platform limits. They are free to go everywhere. They are chase you until they reach. Npc’s can decide when to jump and when to fall. If they can’t move any further, they return back to their starting position. If they can’t do that then they find the best place to stay. Usually they can jump, if you can. If they gone mad, they fall and die. Npc’s can’t fight right now but they will, so an optimisation is needed at the code.
Ottoman visual: deviantart by hefne
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