Malevolence: The Sword of Ahkranox is an indie game with the intent to recreate the amazing turn-based, first person RPGs from the golden age of PC gaming using modern game engine technology. Rich classics such as the Might & Magic series, Eye of the Beholder and the like have inspired this new title which, when finished will put its players into a literally infinite fantasy world filled with procedurally generated content. The Sword of Ahkranox isn't trying to compete with the larger, professionally developed RPG titles out there, but instead our aim is to fill a large gap that we believe has existed in game technology since the mid-nineties. It is definitely a must-have for all enthusiasts of the quintessential RPG. The game's procedural engine can generate an infinite number of weapons, items, spells, monsters, dungeons, cities, countryside and even dialogue, allowing the player to explore the game with no end and no reason to stop.

Post news Report RSS New Attack Graphic

So in the last post we discussed the new attack graphic idea. In this post we show you what it would look like!

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So in the last post we discussed the new attack graphic idea. In this post we show you what it would look like!

In case you missed the last post, we were toying with the idea of getting rid of the visible weapon in the player's viewport and replacing it with a sort of "swoosh" graphic when you swung your weapon. A bit like a modern version of what you used to get in the old classics that Malevolence is paying homage to.


Why would we do that after having the visible weapons for so long? Well, there are a couple of reasons:

1) The visible weapons can often look tacky to the fans of the classic old games (and we're really aiming this game at them)
2) The items in the game are procedurally generated, which means we'd have to model, texture and animate hundreds of different weapons so that the player would have some sense of variety in their weapons, which would add literally months to our development time.

We had quite a few people suggest that we just allow users to toggle the visible weapons, which is all well and good, but that doesn't solve problem #2 above...

So to better outline what we were going for, we did up a rough version of what it would look like and made a video of it in action for you to have a look at and tell us what you think!


The video is also a chance to check out some of the amazing artwork by Rachel and Natalie, as well as hear the incredible vocal talents of David Doyle and Samuel Drake! But let us know what you think of our 'swooshes' because we're really liking them a lot over here!

Also, please keep in mind that Malevolence is in the running for this year's Indie Game of the Year award, and it needs your votes to do it! So click the big pink button above to give us your vote! And tell all your friends!

And, as always, be sure to join us on the social networks!

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SinaCutie
SinaCutie - - 70 comments

I'm very much liking and am preferring the swooshes over having the weapon on-screen. :D Great work, guys and gals!

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CumQuaT Author
CumQuaT - - 776 comments

Thank you!

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TheConjurersTower
TheConjurersTower - - 157 comments

Fantastic! In less than a week you complete what would have taken over a year, and so tastefully! This is a great effect, however I do have one slight suggestion (if I may be so bold!); have a (small) variety of 'swoosh' graphics to represent the weapon's characteristics, which could be a single 'tag' in the coding with only a few images to complete the effect. For example: a 'Flaming Axe of Wrath' might have a thick red or yellow 'swoosh' whereas a 'Rapier of the Fallen King' would have a thin white line as it slashes across the screen. Just a thought and keep up the great work, this game is looking better and better!

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CumQuaT Author
CumQuaT - - 776 comments

Not a bad idea there, KingHeftig! Might borrow that one from you! And thank you for the feedback! It's much appreciated!

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Captain_Perfect
Captain_Perfect - - 552 comments

I don't know about what you others think, I am all for this effect, great job guys! and what KingHeftig said, I too think that different effect would be nice, Because it would feel kinda stupid if a small dagger had the same sound and effect like example a 2m long great axe.

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CumQuaT Author
CumQuaT - - 776 comments

A 2m long axe sounds fun to use! Yes, we'll definitely end up with different effects for the weapons. I particularly like the idea of a flaming swoosh for a flaming weapon :D

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SIGILL
SIGILL - - 1,157 comments

Yes this looks good :) You should definitely keep this whoosh thingie, especially because it saves you a lot of time!

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CumQuaT Author
CumQuaT - - 776 comments

And it really does look kinda sexy! It's changed a little since this vid, but mainly it has been made to look a little classier and less in-your-face :) Thanks for the positive feedback!

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Mr_Cookies
Mr_Cookies - - 750 comments

I don't know... i really REALLY preffer the vision with the sword, but also stay with the "swoosh" animation... how about that ?

I think it adds a "I'M REALLY INSIDE THAT DUNGEON" feel... and also to say that just changing it to a simple animation on every weapon don't get's boring too ?!

I know you want to release this game in no-time... but to release A GREAT GAME, you will need to spend alot of time... and with that, i just mean that is worthy to sacrifice some time doying the models and animation of every sword...

Please, take my coment in consideration...

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CumQuaT Author
CumQuaT - - 776 comments

Oh, trust me, we take EVERY comment into consideration! Take a look at games like Might and Magic, Eye of the Beholder, Wizardry and even modern titles such as "Legend of Grimrock". They all have a no-weapon graphic and do ok. The reason we're cutting it out isn't to push the game out quickly so much as to enrich the game experience. This game will have, literally, infinite weapon options, and if we only provide visuals for, say, 40 of them (which is realistic) then the game will end up too repetitive. In the same time it takes to make 40 animated models, we can produce 400 icons, and that will really give people more of a sense of scale of the game. We hope you can understand. If it helps, there will be different swooshes for different weapon types, including magical ones!

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dave_5430
dave_5430 - - 2,114 comments

Personally think there should be animated events for blocks, this is just too bland and blank.

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CumQuaT Author
CumQuaT - - 776 comments

There will be. Like we said in the blog post, this is just a rough indicative video.

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Fib
Fib - - 381 comments

I actually enjoy the swoosh effect over the 3d model. Plus it wouldn't be NEARLY as much work.

I really like the idea of having a variety of swooshes based upon certain weapon types, and elemental effects. If the character has a flaming axe, maybe the swoosh would glow red and be a thicker slash than a rapier of cold damage which would be skinny and glow blue. So maybe 5 different elemental effects and 8 weapon types would be 40 different swoosh effects rather than over a thousand 3d models.

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CumQuaT Author
CumQuaT - - 776 comments

That's precisely what we're planning! We can't wait to show you the magical swooshes in particular! Glad to hear you like it! As you said, it means a LOT less work for us!

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