Prove that you are the world's greatest swordsman in Blade Symphony: a slash-em-up featuring a highly detailed and in-depth sword fighting system. Face down other players in skill-based tactical swordplay, in 2vs2 team duels, or participate in sandbox FFA game modes.
Founders meet in person, blades clash. Video of playtest now with music!
Posted by Jkupo on Jun 3rd, 2008
Another tuesday another round of updates. This week marks the first time in quite a few months that both founders of the Berimbau project are in the same country, so expect a flurry of new sketches and work within the next week or so until Flux heads back to Shanghai. This fortunate turn of events has let us get together in person to go through a solid playtest of the current build of the game as well as discuss storyline and graphic themes for the culture that persists throughout the World of Guardia. While a lot of the storyline stuff is being kept under wraps for now a lot of the game mechanics are ready to be revealed. The current build of the game seen in Playtest 2 includes the following:
The key thing that Flux has gotten working is the blocking system which radically changes the dynamics of the gameplay. While in the earlier playtest we had the sword work and tracers in the game, it still felt a bit more than a flashy knife battle, with luck beating skill more often than not when it came to sword collisions and kills. The directional system made it a bit better, but we quickly realized weaknesses and strengths that could be exploited to make the fights lopsided and boring.
This is changed with the blocking system, as it creates a tactical sort of way of looking at the duels. In standard sword fights, swinging at your opponent obviously leaves you open (made worse if it is at the end of a combo chain), which is exactly what happens in Berimbau's universe. Swinging your blade has a slight recovery lag, at which point you are unable to throw up a block to defend yourself. A smart player that sits back and blocks all day could wait until an opponent attacks, exploiting the gap in their guard and scoring a hit. However, as in an attempt to make the dueling as skill based as possible, the blade actually can snake behind the defense if the defending player is not facing his opponent at all times. This change in the gameplay is quite evident in our fighting in the videos below:
With this mechanic in game we're getting quite close to running an operational Alpha to get a reaction from other players and for balancing issues. As such we're adding another listing for people that potentially want to help in the development of the game: Alpha Testers! Please see the listing below. As always we encourage any comments or critiques you have, so please feel free to leave us a note here on the site or on our email at TeamBerimbau at Gmail dot Com.
Positions Still Open:
The following positions are available. While we do look for people with particular skills, a mix of many skills is even more valued than one niche. We definitely want people who are multi-talented. New listings are listed in red.
The people we look for should also bring some fresh ideas to the table. We definitely don't want to be slave drivers, telling you to make our mod for us. If you have an interesting idea to contribute to Berimbau, you'll be free to present it to the team where we make decisions as a group. The people have their ideas implemented the most often are the ones who are also able to do that themselves, so if you are both skilled and have many new ideas, here's your chance to try them out.
When you apply be ready to show work, portfolio, or examples of what you can do. A CV would also be required.