Hanako - Soul of the Samurai is a third-person multiplayer action game set during a fictional rendition of the Sengoku Period of Feudal Japan. Choose one of six classes and progress your set of skills with the discipline and grace of different types of Samurai or master the art of stealth and execution as a Ninja. Journey across Japan in our unique campaign mode and overtake your opposing clan's castle by defeating their Daimyo. Whether you prefer the art of the Katana or the long range precision of a Long Bow the options are vast and the battles fierce.

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Ninja Process Concept Ninja Color Concept Art Gifu Crossroads (Dawn Shot 2)
Blog RSS Feed Report abuse Latest News: Dev Update - September '14

0 comments by MattCan36 on Sep 15th, 2014

Most Important Update Things
We recently had three team members decide to leave the team as a group. With their departure, they left us with a variety of feedback. We were able to quickly recover and find more experienced team members to fill those roles which we are very excited about.

We asked the entire team for feedback on anything related to the game and got some great notes that we spent the last week or so pondering over. Of that, the biggest decision was to reduce the number of character classes for the release version of the game from 6 to 4, this will drastically reduce the workload for animation, character artist/rigging, concept and programming.

We felt this was the best move to give you guys 4 extremely well-rounded and polished classes out of the gate and focus on the 2 removed classes plus more for future releases (DLCs, patches, etc.) The important thing is that we get the initial release right and that its polished and fun, but that the workload is reasonable for our team size and nature of the team (after-hours work after working on the same type of tasks during the day). 

With that said... Here's the final concept drawing of one of the four classes that hasn't been announced or shown yet, the Ninja!

 
Character Art/Animation
This team was the most affected by the departures. We welcome a new animator though, with over ten years of experience doing 3D animation so we're very excited to have him on board. Our junior character artist will assume the role of primary character artist to produce the remaining two characters for release and rigging will be something handled in a one-off basis or some other method (some team members have experience with this, so they may knock out rigging tasks).

The Ninja character is about half-way done, in terms of his high poly sculpt in Zbrush. That sculpt will be passed along to our new primary character artist to start on soon. We decided to shift another character ahead of the ninja to make for a more facilitated pipeline and game balance, since the Ninja throws a bit of a star into basic gameplay :) (He's going to be pretty awesome we hope).

Our animator will be focused on rounding out the rough animation set for the Archer and wrapping up a few lingering polish animations for the Kenshi.

Programming
The programming team will begin focusing on the Archer character now that our emphasis on demo production has shifted. There will also be some implementation of our Armor mechanic and some other secondary mechanics that supplement our combat system as we keep refining that.

Environment/Level Design
We are wrapping up some minor, small assets to give Gifu Crossroads more life as well as starting blockout phases and pre-production for our next level, Yari Foothills. This map features a new gamemode we will release more information on later.

Concept
With Irene's finished concept of the ninja, she will start working on the final color version of our next character, which we will be announcing very soon, once it's ready to show. In the meantime, here is are drawings she did as we went through various rounds of iteration and feedback to end up with our color concept:

 
That's all for now. Please spread the word to your friends and let them know we're around! We appreciate all your support, please drop us a line or come check out any of our dev streams.

Twitter: @HanakoGame, @mattcanei
Facebook: www.facebook.com/hanakosoulofthesamurai
 Twitch: Twitch.tv

Thanks,
Matt

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Post comment Comments  (0 - 10 of 12)
Guest
Guest Sep 15 2014, 4:05pm says:

Looking great! Keep up the good work :)

-Nesrual

+1 vote     reply to comment
PopeGame-Padrino
PopeGame-Padrino Aug 10 2014, 5:38pm says:

Looks like a promising game. Tracking

+3 votes     reply to comment
MattCan36
MattCan36 Aug 14 2014, 11:52am replied:

Thank you :D

+1 vote     reply to comment
KuroShiki
KuroShiki Jul 23 2014, 4:28pm says:

This game can become a very nice game ! I love Samurai and japan, this game is for me !
Just a thing, I think animation need more fluidity. or i think Samurai make bigger movement when they want cut the enemi , i practiced the katana and we made bigger movement than i see in video.

Keep going i will play your game ! hope a beta or something like that will come early !

+3 votes     reply to comment
MattCan36
MattCan36 Jul 23 2014, 11:45pm replied:

Thank you for the feedback. The animations in the video are about 6-7 months old. We have brand new animations for everything, with multiple poses so this likely isn't an issue anymore. :D

Your support is greatly appreciated, thanks.

+1 vote     reply to comment
KuroShiki
KuroShiki Jul 23 2014, 4:39pm replied:

Sorry for double post, but something else , a samurai have an another posture when he fight like that : Shinkitaikarate.ca
Youtube.com

Hope it could help you because i m not english and i don't know how explain the position, the video is really nice to help i thinks

+1 vote     reply to comment
Narudan
Narudan Jul 19 2014, 2:54pm says:

awesome

+3 votes     reply to comment
TuNeko
TuNeko Jun 4 2014, 12:51am says:

by mean of Multiplayer, is it require internet connection to play or what?

+2 votes     reply to comment
MattCan36
MattCan36 Jun 4 2014, 9:28am replied:

Yes, there will be up to 16v16 online matches. We may decide to create single player experiences later as well.

+3 votes     reply to comment
MattCan36
MattCan36 Jan 31 2014, 9:38am replied:

fluidity is the focus of in-progress tweaks. Bare in mind this is only the third time we've been able to play despite the artistic polish, the function is still very rough.

+3 votes     reply to comment
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Hanako - Soul of the Samurai
Platform
Windows
Developer & Publisher
MPact Games, LLC.
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Hanakogame.com
Release Date
TBD
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Third Person Shooter
Theme
War
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Multiplayer
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RT @mattcanei: Midnight #gamedev Stream for @HanakoGame Come say hello and hang with me: T.co #indiegame

Oct 15 2014, 11:48pm

Stream tonight around 930 w/ @mattcanei Matt doing lots of @UnrealEngine 4 stuff.

Oct 13 2014, 5:35pm

RT @mattcanei: 7 years ago the closest person to me left this earth. Today, I honor her memory by making @HanakoGame in tribute and memoria…

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RT @mattcanei: Haven't got to stream much: Hooking up directional hit reactions in @HanakoGame for @UnrealEngine 4 Come say hi: T.c

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Our latest dev update: T.co there's some awesome new stuff like #ninja #conceptart #indiegame

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RT @mattcanei: Going live in about 5 mins: T.co Will be doing #gameart development for @HanakoGame #indiegame Come say h…

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RT @mattcanei: Live: T.co Come hang and see @HanakoGame get made. Q&A on #indiedev #gamedev and @UnrealEngine

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RT @mattcanei: Wednesday Night #gameart for @HanakoGame w/ Matt Canei - Live Now! #indiedev: T.co

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