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  1. #1
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    Rember the Commandos games? I'm making one with ninjas!

    Hi there!
    I hope, like me, you didn't like Strike Force which put the tombstone on this series. Really one of the best series out there which is also one of my favourite, it's really sad that they took the downhill and the Desperados series never really did the transition to the 3d era so well.

    For those who want the eye candy scroll down to the videos and screenshots, for those that want to learn more from my inspirations read along.

    Being raised on such series and games (among others) you can see where I draw all my inspiration for my game:

    Kagemusha

    Kagemusha which literally means Shadow Warrior (although used as a political term for a body double in medieval Japan) is a stealth/team based game which draws heavily inspiration from the Commandos series. Although as the setting demands I added and expanded lot's of things from their spiritual ancestors. 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.

    Any feedback is appreciated!

    Here is my first Dev Vlog for the game:


    I've also added so more open world elements to the game, what would be a ninja if he couldn't climb walls?
    here's a link to the video, still heavily a WIP
    https://www.youtube.com/watch?v=dEQLzcF3Nz8


    here is some pics (for high res you can go to my blog here http://devwithoutacrew.blogspot.gr/)

    Kagemusha on IndieDB: http://www.indiedb.com/games/kagemus...elopment-title

    the main menu


    step 1: Katanas step 2:Blood step 3: Let it flow


    I'm not cleaning that up

  2. #2
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    There's no such thing as a perfect combat system, you will always want to add more. At least that's my opinion...
    So I've added the ability to pick up any weapon from the ground and the player will change his style accordingly.

    for high res go to either my blog: http://devwithoutacrew.blogspot.gr/
    or to IndieDB: http://www.indiedb.c...velopment-title
    I think this is a genre trope nobody can have enough of


    Another trope that is a must, seriously how badass it is to have a duel in tall grass?


    Nothing like a little shade in a hot day, if only it wasn't that dangerous though

  3. #3
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    Been busy the last couple of weeks, creating the campaign map, creating a database for all the levels and their stats/states and finally coding the enemy AI (around 3000 lines of code and still growing). So as a break from all this I decided to add even more flair to the game with mounts! Still a work in progress but it turns out pretty good!! Check the videos below

    This is an intro scene for the game.
    Take it also as an announcement for mounts to the game!


    Here you can see them on action, keep in mind they are still WIP
    https://www.youtube.com/watch?v=4suCfVVv9zU

    I haven't found out yet how to do the mounted combat, except from ranged combat that is, but I'm working on it. As for the ranged combat on horseback, be prepared to face some tough and mean sobs, unfortunately you won't see them in this update though, they still need some nitpicking...

    Other Features added:
    1.You can pick up any weapon from the ground and the character would change his style
    2.Breakable Items and Weapons
    3.Enemy makes morale checks and acts accordingly (currently 5 states of actions for them)
    4.Enemy communication and Character responses (Everyone has a response according to their personality)
    5.Day/Night time cycle in the campaign map and on certain levels.

    I'll be adding and some wallpapers to download on IndieDB so you'll be able to spread the love around!

    If all goes well we might be talking about an alpha pretty soon(a couple of months perhaps) I'm working furiously to bring a playable demo that's not bug ridden and it's a good taste of the whole pie till the end of the year.

    Cheers!

    Kagemusha on IndieDB: http://www.indiedb.com/games/kagemus...elopment-title
    My Blog : http://devwithoutacrew.blogspot.gr/
    Youtube: https://www.youtube.com/channel/UCev...NRZ6wmA3k5qDQg

  4. #4
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    I'm giving it extra work on the AI that's why it takes so god damn long, what I'm going for as a game mechanic is that the player won't have a way to show him the level of the enemies, so he would have to figure it out by observing their AI if he doesn't he would be too outmatched in a fight. For every enemy there is a rank and a bravery level, if an enemy bosses other enemies around, he is of higher level, low rank enemies kneel to high ranking enemies, better clothing, the presence of armor, what kind of weapon does he hold, how many swords does he carry etc. But high rank doesn't always mean bravery, so the player would have to watch for signs to also figure out the level of bravery, while high levels of bravery fight harder and won't give up easily, the player should watch for the cowards also, because nothings cuts short a sword fight more than a concealed firearm! This is were the bird's eye view comes to play (among other things). I believe that in stealth games observation is the key mechanic, in contrast to games like AC where every enemy is just an enemy and you know that if he sees you, he would just attack you, here enemies might retreat and call for backup, they might surrender and when you come close attack, they might challenge you without calling for backup and lot's of other stuff. If somebody approached the game without taking the time to observe it, it would seem to him that everything is random but that's not the case, for every enemy there would always be clues for them, you can even make your character give you feedback on them, but every character has a different personality so you would have to know them pretty well, an arrogant character might feel that is superior from another enemy and that could lead to problems.
    That's only for combat, for normal behaviours is another big talk :P . I have most of this things working but they need a lot of polish at the moment, on my next dev vlog I would explained all of this in even more detail or at least the parts that I have polished enough till then.
    Basically the main idea for it was taken from Monty Pythons quest for the holy grail. When King Arthur passed two villagers and one says to another "He looks like a King" the other one asks why so he replies "Well he doesn't have feces all over him" :P . In every modern game now there's just too much information on the screen, they don't let the player explore the world around him, I remember memorising the map of GTA 3 and Mafia and I always knew exactly where to turn and where to go, just because there was no way of guiding you, now with all that GPS added into them that's a feature missing, it might be more easier now to find your way around but I believe that makes the game more remote from the player and doesn't let him invest so much as they used to.
    With the addition of a campaign map in the game where the player would have to face "searching parties" I want him to be at the position where he would say "You know I should retreat to that level because if I'm attacked here the plain terrain won't give me much choices to hide if I can't beat them" kinda like the total war series but without the random levels, so memorising almost everything would be crucial.
    I'm also expirimenting more with the cutscenes and their art style so here is a quick scene I've made, tell me what you think!


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