Author Topic: Weebos unite: Hatashiai (pre-alpha)  (Read 3817 times)

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Offline Dooz

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Weebos unite: Hatashiai (pre-alpha)
« on: May 29, 2015, 04:23:26 am »
0

For a fan of the old Bushido Blade games on PS1, this is the ultimate jizzgasm a hundred years later. It's finally happening.

Quote
Greetings
We are an indie game team of two people, and here we would like to share with you the game project we’ve been working on.

Introduction
“Hatashiai” is all about Samurai Kenjutsu combat. It is a 3D FTG game with a novel melee weapon combat system. Our plan is to make it the most serious sword fighting game ever, using Unreal Engine 4.

Features
Literally, the word “Kenjutsu” means the method or technique of sword. But in fact, Kenjutsu is a complicated melee weapon combat system, including the effective guards, flexible footwork and efficient coordination of the whole body. To best capture the essence of Kenjutsu, the following features will be included in our game:

- Cultural & Historical Accuracy
We are making 8 real existing Ryuha (type/shcool of Kenjutsu) in this game. While the fighting styles of these Ryuha can be utterly different, all their skills and moves will be the actual techniques developed and used by the ancient Samurai.

- One-hit kill Fighting System
This game does not contain a life bar or health point. Similar to the Bushido Blade series, with a single hit one can disable or even kill his opponent. On the other hand, precise physics based contact detection of the weapon and the variety of balanced fighting skills (each Ryuha contains at least 8 basic guards, and instead of using pre-defined combos, the player can have multiple free choices of skill connections) will significantly enhance the viability of the fighters, preventing Hatashiai from becoming a boring seckilling game.

The most fundamental state in our system is Kamae. Kamae is the basic stance or guard designed to launch efficient attack or provide effective defense. In Hatashiai, character from each Ryuha has multiple types of Kamae, each for specific use. For example, temporarily we have 10 types of Kamae for Shinkage-Ryu(the one being demonstrated in the demo), but we may want to adjust the number in the future to fit in the capacity of normal video game controllers (e.g. PS4 or XBOX One controller).

From one Kamae the character can:
(1) perform movement
each Kamae has two types of movement (fast and slow) for each direction, to be used under different distances
(2) switch to any other Kamae
from one Kamae the character can freely switch to any other Kamae directly
(3) make attacks
each Kamae has at least four types of attacks (each with the choices of three kinds of footwork as forward, on site, and backward, forming three sub-types of one attack), covering different angles

When an attack ends, the character may:
(1) return immediately to Kamae (the Kamae launching this attack or the Kamae nearest to the ending pose)
(2) connect immediately with other attacks
(3) keep the ending pose as an intermediate state, from which you can move, switch to any Kamae or continue with multiple types of attacks (this intermediate state nearly equals to a Kamae)
Following this scheme, although we don't define specific combo for the character, you can still perform continuous attacks, even endlessly if without a disturbance.

It should be noted that we don't have a so called "defense pose", instead we introduce contact detection for all Kamae and attacks. This means you won't be able to press one button and block most of your opponent's attack anymore. To protect yourself, you will need to make proper moves according to your opponent's attack. The outcome of a sword contact is automatically computed based on an mathematical model, taking into account both the physical status (velocity, pose, contacting position...) of the swords and the reference parameter including the ability and current mental status (we will introduce this in future updates) of the character.

All in all, the sword combat in Hatashiai is a dynamic process. Players must make right decisions to perform right moves at right moments to earn triumph.

That's all for today's update. Please note that the 3D models and animations are still in the very pre-alpha level and will definitely be refined as the project moves forward. In future updates we would like to present a development introduction to further explain our concept, and a real combat demo to help you better capture the tone of the game. Thanks for watching. Until next time~~
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Offline Vibe

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Re: Weebos unite: Hatashiai (pre-alpha)
« Reply #1 on: May 29, 2015, 08:53:14 am »
+1
buff katana

Offline Prpavi

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Re: Weebos unite: Hatashiai (pre-alpha)
« Reply #2 on: May 29, 2015, 08:55:44 am »
+2
Looks better than M:BG
And now he can't play because of "common sense" and he doesn't understand how this common sense works
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Offline Leesin

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Re: Weebos unite: Hatashiai (pre-alpha)
« Reply #3 on: May 29, 2015, 11:58:57 am »
+2
Looks shit.

Offline the real god emperor

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Re: Weebos unite: Hatashiai (pre-alpha)
« Reply #4 on: May 29, 2015, 12:40:07 pm »
+1
"realistic"

Offline LordBerenger

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Re: Weebos unite: Hatashiai (pre-alpha)
« Reply #5 on: May 29, 2015, 01:04:09 pm »
+1
Arigato sushi hentai boku no pico banzai sugoi naruto one piece bleach tenno heika banzai
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Offline Gravoth_iii

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Re: Weebos unite: Hatashiai (pre-alpha)
« Reply #6 on: May 29, 2015, 04:20:39 pm »
-1
>most serious sword fighting game
>katanas

tfw


I like the concept, like the deadliest warrior game looked fun with nearly instant deaths, but jesus samurais and katanas are getting old. Even my co-worker is a katana fanboy, muh folds so sharp stronk blade purfect balance, masterpiece weapon.
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Offline Clockworkkiller

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Re: Weebos unite: Hatashiai (pre-alpha)
« Reply #7 on: May 29, 2015, 11:19:42 pm »
-1
wheres the fucking Tentacles
You are a horrible human being clockwork.

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Offline Asheram

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Re: Weebos unite: Hatashiai (pre-alpha)
« Reply #8 on: May 29, 2015, 11:56:48 pm »
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wheres the fucking Tentacles
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Offline Banok

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Re: Weebos unite: Hatashiai (pre-alpha)
« Reply #9 on: May 30, 2015, 03:16:49 am »
+2
Maybe I'm just a white cis-male misogynistic pig, but its really jarring to me that they blabbering about how serious and historically accurate the game will be and then show two women fighting with anime haircuts.

Some samurai women trained with spears/naginata to defend homes in times of war, but thats as far as it goes in proven historical accounts AFAIK.

Wouldn't stop me playing the game just don't pretend this is a historical game, then have women with katanas and those haircuts.

Offline Nightmare798

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Re: Weebos unite: Hatashiai (pre-alpha)
« Reply #10 on: May 30, 2015, 03:20:48 am »
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Arigato sushi hentai boku no pico banzai sugoi naruto one piece bleach tenno heika banzai

Thanks sushi transformation made my pico Banzai amazing and ridge Piese b ~Ea ch shop Majesty Banzai

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Offline Voso

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Re: Weebos unite: Hatashiai (pre-alpha)
« Reply #11 on: May 31, 2015, 08:31:39 pm »
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Offline Siiem

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Re: Weebos unite: Hatashiai (pre-alpha)
« Reply #12 on: May 31, 2015, 08:45:01 pm »
-1
The gayness is strong in this one...

Offline Nightmare798

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Re: Weebos unite: Hatashiai (pre-alpha)
« Reply #13 on: June 01, 2015, 01:50:45 am »
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..ponytails?

You catch on that and you completely ignore there are two chicks with swords in supposedly realistic historical japanese duel fencing game?

By the way, its not about the hairstyle itself, it is about the color...
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Cloud: And that is?
Tseng: Bitches, man.

Offline Dooz

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Re: Weebos unite: Hatashiai (pre-alpha)
« Reply #14 on: June 01, 2015, 02:03:16 am »
+1
you people are either the worst trolls ever or the dumbest creatures that can still manage to type somehow

either way, yeesh

pre-alpha tech demo, no textures, no colors, no characters, nothing you see matters other than the vision of the combat mechanics. no but keep criticizing the hair though, you're doing a great job
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