Berimbau is a multiplayer Source engine mod featuring fierce sword duels in a retro-future universe. The game features an open sword combat system that allows for creative use of combos, counter-attacks, and parries. This combat system encourages players to develop attack patterns and strategies to defeat their opponents, rather than random "knife-fight" melee combat. We plan to become a total conversion in the future, making this our own game, free to share with anyone who has Steam and the SourceSDK Base.

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3 comments by Jkupo on May 26th, 2008 digg this super bookmark


Another monday another day of updates. And this weeks updates are pretty good too! The new week has seen a flurry of activity from our team and the project continues to move forward. The first and foremost news is that our team has added two new members to our roster. One of is them is a member of moddb, Ztormi, who'll be working on maps and environments with yours truly. The other member is an additional programmer that will be trying to help alleviate the workload on Flux. Needless to say, we're happy with the team that we've gotten together and see a bright future with them in regards to development. So what else is new?

Well thanks to our newet member Ztormi and his energetic work ethic, he's gone and pumped out a new map for you, our beloved audience. The map is loosely based on the mythos behind today's featured faction, The Black Rose. As always, we've gotten screens for you all to enjoy.


The map is still in progress, but we're happy so far with how its turning out. Its more than likely that this will be included in the alpha release. The next development is of the coding/gameplay variety. Thanks to some creative coding this week, Flux has gotten the block function on the path of completion. Currently its just an animation, though its not far from becoming functional, completing one of the more important components to the gameplay system.


The next thing on the agenda is the weekly story update. I forgot to post the second part of the update last week, so hopefully this week's article will be enough to satisfy. The faction spolight this week shines upon the clandestine and powerful Black Rose. Also through some act of providence, Flux will be flying back from Shanghai this week, and we're hoping to make leaps and bounds in the project development since we'll finally be able to work face to face again. Expect a flurry of sketches and gameplay videos by the next update. Take a look at the articles to see the feature. As always we're looking for as much help as we can, so please don't hesitate to apply below. Even if its just feedback, we'd love to hear from you, so shoot us an 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.

  • Conceptual Environment Designer. Responsible for sketching out the world of Berimbau, provide concept drawings for the rest of the team.
    • The environments of Berimbau are rich with history and culture. You'll be designing temples, samurai training grounds, European churches and alleys, and more.
  • Prop Modeler. Responsible for designing environment details that go with our maps. Must have some experience building game maps with Hammer. Must know either 3D Studio Max or Maya, and have some prior game engine model export experience.
    • You'll have the opportunity of modeling the world if Berimbau, its locales, props and details. Ancient statues, cobbled roads, fountains are part of this game.
  • Texture Artist. Responsible for designing the look and feel for surfaces of all types in the game. Must be able to sketch out rough ideas and communicate these effectively with our lead charcter artists.
    • The texture artist will work on both character models and prop models (with UV maps completed) and will work on environment textures for maps.
  • Programmer. Must have experience in C++ and the Source SDK engine, knows how to author entities and edit network prediction code. Responsible for editing game rules, modifying combat, animation behavior, and author particle effects.
    • You'll have the chance to play an integral role in deciding the combat mechanics of the game, how sword attacks are handled, special attacks, combos, etc.
  • Sound Designer. Responsible for creating sounds of sword swings, blade hits, and other combat sounds. Also responsible for authoring ambient sound effects.

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.

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Comments  (40 - 50 of 70)
mflux
mflux Jun 20 2008, 12:28am says:

Thank you! We'll post this up on our news when we do an update next week.

+1 vote     reply to comment
Rybo5000
Rybo5000 Jun 18 2008, 12:53pm says:

Finally the interview is up! :)

Completeindiegamers.com

+2 votes     reply to comment
shevrock
shevrock Jun 14 2008, 9:31pm says:

i can't wait for this to star coming out as alpha and whatnot. one good idea though, is to give the game some sounds, instead of the bullet hitting metal sound. :)

+1 vote     reply to comment
Ratchet66
Ratchet66 Jun 14 2008, 8:43am says:

It looks very good but i think the attack animations need some more work they look like the hands "teleport" from position A to B and not move other than that very good

+3 votes     reply to comment
Jkupo
Jkupo Jun 16 2008, 11:20am replied:

Yeah this was actually a problem with the engines client to server animation system. This is a pretty common problem with third-person cameras in mods that aren't done with the "Make a Mod" tool in the SDK. This was recently resolved in our last build.

+1 vote     reply to comment
Baxayaun
Baxayaun Jun 4 2008, 9:16am says:

Simple and inspiring. We don't have good fighting games for Source... this mod could be the light at the end of the tunnel.

There is just one thing I don't really like: the camera. I know it's the common and standart 3rd person camera, but could you place it a little bit closer to the player? FOV 50 maybe? ^^

+2 votes     reply to comment
Harimau
Harimau Jun 4 2008, 12:03am says:

Hmm, how about different sword-styles? I notice that the character you've already got in game uses a very athletic style (or so it seems) with a single-handed grip. Will there be back-handed grips, double-handed slashes, full-turn-slashing (dunno what you call it), fencing, etc.?
Probably not for the first instalment of the mod, though, but in the future?

+2 votes     reply to comment
mflux
mflux Jun 4 2008, 12:45am replied:

Definitely. There are three sword styles that are planned and they should balance each other out.

Balanced - is what you're seeing now. It's got a medium speed, medium range, and medium damage (30 per hit, 1 damage per blocked). It's got its own counter-attack and special moves (not yet implemented).

The other two that are planned:

Heavy - A really guarded, high damage stance. It moves the slowest, but has the highest range and biggest damage (40-60 per hit, so basically a two-hit kill). This looks most like the style a samurai might use (kenjutsu-based).

Reverse - A very fast but short range stance, with light swipes that can be chained almost endlessly. This stance is more fictional, and more like the stance that Kadaj uses in FF7:AC. Each hit from this takes about 10-15 damage, but the attacks come relentlessly.

+1 vote     reply to comment
Ienris
Ienris Jun 3 2008, 7:53pm says:

I have to agree with mflux, sometimes sword battles look like hack n slash from distance, but when your actually in one, its much, Much more calculated and tactical.
-Edit: Ive also got a suggestion. Put some play customization in, at the least color choices, at the most armor and sword choices.

+1 vote     reply to comment
Jkupo
Jkupo Jun 3 2008, 7:59pm replied:

Yeah, there's going to be far more customization as far as picking characters and weapons. The weapons however are planned to be on an unlock system, allowing the players to visibly see their opponents veterancy (a tree branch for a novice, a wooden sword for an initiate, an iron sword for a veteran, a glowing blade for a master, etc), however it won't affect damage potential, it'll be purely for aesthetics.

+1 vote     reply to comment
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