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My first Dev Vlog about the game is up! A few words about the project.

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Hello there!
I've been working for the past 6-7 months on a stealth/team based games in the vein of the Commandos/Desperados series. It is set in medieval Japan, my main influences are the works of Kazuo Koike, from Lone Wolf and Cub to Path of the Assassin, manga like Shigurui Death Frenzy and of course my favorite director of all time Akira Kurosawa, i'm also a big fan of TV series like Kage No Gundan and Yagyu Clan Conspiracy (Shinichi Chiba is a f****** GOD).

What all this had to with the game? Well I wanted to take a more down to earth approach on the Ninja genre, leaving the supernatural elements aside and relying heavily on technique so citing my influences on the Ninja/Samurai genre would help to make my point. I was also raised on games like Commandos and was really sad this type of games have died throu the years, i knew i had to make a game like them with Ninjas and Samurais!! (I can't believe no one has ever thought of that before! I mean come on! NINJAS!)

At the current stage the game is only at a pre-Alpha but i think it is shaped up enough to saw the world my vision of it! Cheesy

Here is my latest video showcasing the combat and combat abilities (make sure you have annotations on, i don't have a mic currently, i'm old school Cheesy Cheesy Cheesy)

although it is a stealth game primarily i wanted the combat to be fun and pretty engaging and not to punish the player if spotted and difficulty to be more based on realistic elements like if you fight against multiple opponents, well the odds of course won't be in your favor Cheesy . But of course being a game about ninja's mean that the player always has some aces up their sleeves Well, hello there! Well, hello there!

At the moment I finished the first character in your team (Every character has tons of animations and everything is done by me so progress is slow but steady) and working on enemies AI. I wanted to eliminate elements most games have that players can exploit, like the most common technique "If something works, spam it", i try to tackle this with adaptive AI, if you use something on an opponent and others are seeing it they learn it, so if you try it on them you gonna have a different outcome. AI out of combat is not that simple either, i'm trying to recreate realistic behaviour for a more immersive and lifelike experience, for example: if enemies see a fire, they will try and put it out, of course they can't just put it out with their hands, they need buckets and buckets don't grow on trees so they need to go and find one and then fill it with water and when they throw the water in the fire they need to fill it again and so on and on... (something i've already implemented in the game but needs some debugging so it's not in the video, sorry).

Well okay enough with my ramblings, i can talk for hours and hours about it Smiley

Here are a few pics if you don't want to watch the video,
but please, feedback is always appreciated! ( keep in mind it's only 6-7 months since i started learning to code/animate/modelling)

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rawpuppet
rawpuppet - - 13 comments

GOTY!!!GOTY!!! xDDDDD
Yeah, this game rocks, I only want to know if the game willbe so difficult than the original commandos and commandos 2. Hopefully!!

Sorry for my english, please. xD

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BiggerBoss Author
BiggerBoss - - 29 comments

waaaay more difficult :D in the video it's only easy because i'm buffed up on health the video purposes, but with normal health more than 2-3 opponents is a hell to overcome even for me

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MeestorJeebz
MeestorJeebz - - 58 comments

WOW THIS WAS DONE WITH UNITY? HOLY CRAP, THIS IS BETTER THAN KENSHI! Have you considered making this game more like a huge civ game/RPG with roleplaying and maybe vehicles or campaign map? I'd back this with 100$ if you did. This is epic man. Did you code this in C++?

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