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Blades of Orterra is a sizeable indie game that aims to bring new MMO perspectives to life inspired by the Japanese anime series Sword Art Online. While Blades of Orterra is not an MMO, the project will aim to create an immersive and interactive environment that will allow for smaller, player-hosted servers to be created.

For those who are unfamiliar with the popular TV series, Sword Art Online is a game concept that follows a typical medieval fantasy MMO structure, but with two large differences. The first of which is the limitations of combat. Players in the game can only wield melee weapons, mainly focusing on a variety of swords and sword types. This creates a more intimate fight where players must be up close and personal with mobs and other users to engage in combat. The second large difference is the Floor system. The floating castle Aincrad in which Sword Art Online takes placed is comprised of 100 circular floors, each with a huge diameter and a stylized theme. These floors often feature one or two biomes and are sometimes repeated throughout the floors. Certain floors may have a more ancient medieval feel, while others may have a modern or futuristic touch. The overall art is meant to be bright, vivid, and appealing to the eye. This inspiration is what Blades of Orterra hopes to manifest.

The short term goal of Blades of Orterra is to create a minimal viable product and finalized alpha gameplay. Building a video game is no easy undertaking and taking on a concept as large as Blades of Orterra is in its own category, but the developers believe that through efficient and refined workflow, open and transparent community interaction, and inspiration drawn from numerous sources, a sizeable sample of the game can be created.

Blades of Orterra attempts to focus on cutting redundant and useless aspects out of the gameplay in hopes to better focus on the refinement of the core gameplay mechanics. Long term goals for the project include Player vs. Player combat, a unique and Dynamic Skill Tree (through acquisition of the appropriate skill books), player/merchant vending, Player vs. Environment combat, open-world Exploration, and other MMO components that comprise what the devs and community envisions to be a fun and interesting game.

Overall, Blades of Orterra hopes to generate a game which can deliver stunning graphics, immersive interactions, invigorating combat, and an array of unique elements to create a truly unique and wondrous game.


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Hey everyone, welcome to the first Developer Update for 2018!

We're going to be talking about a few things today, including our recent post about scope, a new addition to the team, updates to the combat, and more.

There are lots of screenshots and gifs for you today, so let's get right into it!

Post about Scope

We recently made a post talking about the scope of the project, which we highly recommend that you check out here.

In short, it talks about how we're lowering scope in terms of how many Kingdoms we'll be releasing.

New Programmer

We finally have a new programmer- please welcome Hock to the team! He'll be helping us with Gameplay and AI, and we're super stoked to have him on board creating Blades!

New Additions to Combat

We're close to the release of the Combat Module. We're currently implementing the final mechanics and features. Recently we added in hit reactions, buffs like Fiery, and environment clashing.

Hit Reactions: a visual indicator to show when you get hit



Environment clashing: when your weapon is too close to the surrounding environment, your character will recoil after hitting environmental objects


Physical Materials

This is a minor addition that will help us develop many other features. We've set up physical materials in the engine, which will help us set up which parts of the map are made of stone, wood, metal, etc.

Physical Materials will allow us to have different footstep sounds, environment clash sounds, and much more depending on the surface material.

New Main Menu

Our past Main Menu was a little boring, so we spiced it up with an all-new environment created specifically for the start screen.

Screenshot_4.jpg


What could be lurking in this dungeon?

Chatbox

We finally got a chat box in the Combat Demo, so feel free to talk with your friends (or enemies) in-game.

Screenshot_5.jpg


That's it for this month's devblog, thank you for all the continued support! Next month will be even more exciting!

November 2017 Devblog - Combat and More

November 2017 Devblog - Combat and More

News

This is one of our biggest developer updates ever. It includes progress on the worlds of Orterra, progress on our Combat system, and much more.

Weapons and Combat - Developer Update (Oct 2017)

Weapons and Combat - Developer Update (Oct 2017)

News 2 comments

All of our weapons, current development schedule for our Combat System, Tavern Music, and our nearly finished Light Armour in this newest developer update...

July 2017 - Developer Update

July 2017 - Developer Update

News

Fight for the hall and claim the throne in Blades of Orterra.

May 2017 - Developer Update

May 2017 - Developer Update

News

Main Menu Music, Knight's Plate Armour, and more goodies!

Comments  (0 - 10 of 38)
Guest
Guest

Hi! I just saw this game and it looks great ! How does the programming proceed? Can we try it this year?

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Disqualified Creator
Disqualified

The Combat Demo will be released on the 28th of this month (February), keep your eye out on Steam!

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SamVision
SamVision

"Sword Art Online"

Good luck and goodbye.

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Disqualified Creator
Disqualified

Sorry you think like that!

Hopefully in the future when the game releases, we can change your mind. :)

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SLeNd3rMaN23
SLeNd3rMaN23

Just out of curiosity, Will there be bots in the final game?

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Disqualified Creator
Disqualified

Hey Slender, what do you mean by bots? In the Combat Module or in the full game? :)

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SLeNd3rMaN23
SLeNd3rMaN23

Sorry what I meant was, In full game will there be computer controlled players? like for example how in the game For Honor there are bots (AI players) that fill up the empty player slots if there is not enough real people in the match/server.

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Disqualified Creator
Disqualified

Oh I understand your question!

This is currently in our backlog once we start getting into full swing, we think a smart AI that acts like players would be a great way to add more life to the game. Potentially giving the feel of an MMO rather than small multiplayer servers; also adding onto the dangers of being in the wilderness in the game, we could have a percentage chance that those AI players may go red (or rogue essentially, becoming PKers).

Thanks for the question!

P.S. accidentally posted as Guest, reposted

Reply Good karma+2 votes
SLeNd3rMaN23
SLeNd3rMaN23

ah nice, that sounds really cool, Thanks for answering ^^

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Guest
Guest

is this a mmorpg

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Disqualified Creator
Disqualified

Hey, I would read the FAQ, we have tons of info there including answers to your question!

Bladesoforterra.com

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