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An atmospheric, anime inspired shinobi role playing game set in a fictional world of Feudal Japan.

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We've finally gotten a chance to work on ranged weapons, which are the basis of our ranger class. We started off with a bow which many consider mandatory if you want to have a archer-esque class. We wanted to capture the key characteristics of the classic archer. What initially came to mind were how versatile archers seem to be in modern media with their various arrowheads, versatility and of course deadly accuracy.

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Within a few days we managed to get the basics of the weapon down. As you can see under normal circumstances you have a maximum range in which an arrow can fly before it hits the ground. So if you like to go ham and let a flurry of arrows fly in quick succession know that you only have so much range to work with.

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After toying with this we realized something was left out. Archers are usually portrayed as deadly accurate and infinitely patient when trying to hit their mark. So how could we replicate that mechanic, while keeping an air of fairness(homing projectiles were pretty much off limits for this situation, and since we have no tab targeting it would've felt pretty clunky)

After being stumped for awhile I was struck with inspiration after playing a little bit of battlefield. Oddly enough i was also playing the recon class. I wont't go into the details of BF but the tool in the game is called the soflam. This essentially is a manual targeting system used for guiding missiles.

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This is what it looks like in the game. The idea is to keep your mouse as close to your target as possible. From their a target appears and after a fixed amount of time you'd be able to fire a 'focused' arrow that travels further and faster than an ordinary shot.

The focused shot in normal circumstance is a guaranteed hit on whatever you're aiming for. A well timed dodge however is always practical to avoid taking damage. We still have some kinks to iron out but so far I think we might be heading in the right direction

Dev update 2017- We're still here!

Dev update 2017- We're still here!


We're back to posting regular dev logs! This marks our first update for the year.

Land of Fire Devlog #34

Land of Fire Devlog #34

News 3 comments

Last week we've started adding in content that will be premiering in the trailer for LoF's Square Enix Collective entry!

Land of Fire Devlog #33

Land of Fire Devlog #33

News 2 comments

If you thought Corinth was the only big bad in the Crystal Mines, think again, meet the Cryvern!

Land of Fire Devlog #32

Land of Fire Devlog #32

News 5 comments

A lot of our content this week was focused on making new enemies for the area Zane has envisioned, the "Crystal Mines", where you can ride carts, mine...


The archery looks pretty cool! Keep it up!

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Pixelcomet Creator

Thank you!

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This looks great! It reminds me a bit of Secret of Mana from 1993. Can't wait to be able to play this game!

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Gameplay looks really smooth! I like this art style tho. Good luck! :D

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Pixelcomet Creator

Thank you! Glad you like the gameplay + art! Look forward to seeing you in game!

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Hrm. Not really into Naruto or anything (since, judging by your description, it's probably an inspiration), but this looks interesting and I dig the art. Good luck! :)

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Land of Fire
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Pixelcomet Games
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