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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The Archer Aims to Protect Gifu Ninja Process Concept Ninja Color Concept Art
Blog RSS Feed Report abuse Latest News: Dev Update - October '14

0 comments by MattCan36 on Oct 23rd, 2014

Most Important Update Things
With CoherentUI not proving to be a viable UI solution for our needs, we decided to go with Unreal Motion Graphics (UMG) integrated into UE4. In the latest update, the first stable version of UMG was released with many of the features needed to create our interface.

Programming has been hard at work on ground targeting systems that will allow for us to aim ranged abilities (think of ground circles to fire an AOE-type ability). Additionally, we are constantly iterating on what we think is the best way to implement the mechanics and features of our game. We will start taking a more prototype-friendly approach to our gamemodes and maps, with more time spent playtesting blockout maps with prototyped features, as opposed to playing existing maps until art starts coming in.

We will begin gearing up for Kickstarter, hopefully to launch sometime during Q1 of 2015. This is a very exciting and stressful time for the team, as many games are made or broken during these times. We want to make sure before it launches, that the goals, tiers and every aspect of the design is air-tight and that you guys will have something tangible to work with to make sure we can provide what we say we will.

 
Programming
Beyond what was mentioned above, the programming team is also constantly working on bug fixes and doing polish passes over partial implementations of features and making sure that as we playtest, combat is being resolved and that the team finds it fun and immersive. We don't want to be married to any one person's ideas and make sure that as the game evolves and moves forward that if we see new means for better combat we explore those ideas.

Art
The character team is working on our 3rd character that we will begin prototyping, most likely at the beginning of the new year. We will be revealing more on this soon, as we get closer to the Kickstarter launch.

The environment team is wrapping up a few small assets for the Gifu Crossroads map but will begin doing rough blockout meshes for our next map, that also is the first map for our next game mode, which we there are some details on our website, hanakogame.com

Animation
Our animator has mostly finished the first pass of animations for the Archer (mostly quick roughs) so that we have animations representing all of his mechanics and abilities. He has had to step away from the project due to some personal issues, so we hope to fill the animator vacancy as soon as possible so that our production schedule doesn't require major adjustments.

UI
Our UI programmer/designer will be prototyping all of the interface needs for the game. We will start with simple shapes and buttons/sliders to get the functionality squared away for all of our menus, settings, lobbies, etc. and start filling in art after. The UI will most likely stay in a placeholder state for many months as we start filling in art, starting with the HUD. This is something that will likely come after the KS launches.

Lastly, we've been through a lot in the past two months. There's been a lot of turnover with the team and that's just the nature of a project that is worked on after-hours. However, we have a resilient and talented team dedicated to getting the game done regardless of what it takes.

Next Week our lead programmer, Ajani will be doing a livestream covering C++ Programming in UE4, so if you're a fellow dev please follow our Twitch Channel: twitch.tv/hanakogame for notification of when that will go down.

Thank you for reading and for your support!
- Matt

Twitter: @mattcanei, @hanakogame
Facebook: Facebook.com
Twitch: Twitch.tv
 

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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.
Contact
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Official Page
Hanakogame.com
Release Date
TBD
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Genre
Third Person Shooter
Theme
War
Players
Multiplayer
Project
Indie
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Twitter

Latest tweets from @hanakogame

Check out our October Dev Update: T.co #indiegame #indiedev #unrealengine4 #ue4 #gamedev

Oct 23 2014, 10:36am

RT @mattcanei: We need 3ds max animators for @HanakoGame please hit me up if you are one or know one.

Oct 22 2014, 10:29pm

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…

Oct 9 2014, 1:29am

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

Oct 6 2014, 11:43pm

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

Sep 15 2014, 9:56am

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

Sep 14 2014, 9:08pm

RT @mattcanei: Thursday Night @HanakoGame #gameart Smackdown w/ @mattcanei: T.co

Sep 11 2014, 10:22pm

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

Sep 8 2014, 9:59pm

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Hanako - Soul of the Samurai
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