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.
7 comments by Jkupo on May 20th, 2008 digg this super bookmark
So I realize this update is a solid two weeks late, so twice as much content will be uploaded, although it is necessary to explain some restructuring to our news posts that will be enacted starting on today's post. While we will be maintaining the standard weekly update, any sort of story/background content will be posted separately in order to separate the two logistically. This lets us focus on giving actual up to date news in these posts while reserving our weekly content posts their own area. This also helps should we develop the story even further than what we originally post in any one news article.
Of course notification of a new "feature" being added will be posted in our weekly news, but these news posts will primarily focus on development news with the engine as well as team progress. The brunt of the past week's work has been completely on Flux, for which I'm grateful completely. His progress so far has been in the actual coding aspect. While we have a functional model in game, as well as the sword swipes shown in the videos recently updated, there were quite a few kinks to work out:
However a problem arose in that damage was not being inflicted on the opponent, since the idea of having visible sword trace objects in game wasn't even thought of by the original code. Flux has figured out how to get the collision system to work correctly, which is a huge step in getting us closer to the Alpha release. On top of that he's provided some new concept artwork in regards to the Vagrants faction as well as a new Hokuten concept. In addition is the original Vagrant concept sketch, however it is being withheld from the official Berimbau page until its further refined. Take a look at those below.
So progress continues. Look for the new Vagrant article to be posted shortly in the features area. We also will be issuing the call for Alpha testers soon, especially due to the fact that having one teammate in China and the other in the States makes ping ridiculously high. So... if you want to get in on this, please email us at TeamBerimbau at Gmail dot com. Please look at our listings below for the available positions, and we hope to hear from you soon.

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.
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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I like the music in the video. And it doesn't look *that* random, any more than someone who is very good at a game can do things very quickly. For instance, mario time trials. :P
I'm sorry but I really have no idea what this is supposed to be. Obviously a type of sword-fighting but in the video it looks like your just running around randomly spamming the jump and attack keys. If this is how the game is to be actually played then the combat system really needs to be redone.
Those are fair criticisms that we are going to address, especially the jumping. There are a few important things that make you see the game differently than we do:
1. We've played this gameplay style a lot so far in many other sword fighting games (a lot being three to four years). Many moves we're doing seem random but are actually patient and calculated.
2. There are no UI indicators of things like combo count, block radius, or stance (which are not implemented yet). Much of the game requires you to "feel" your way through trial and error, something that we want to improve on.
For example, you can only swing four attacks before having to rest briefly, leaving you open for counterattack. It's very hard to see this in a video, but it's very obvious when playing the game.
3. Random hacking and slashing would be a viable strategy for newbies but advanced players would be able to kill that style very easily. This has yet to be fully proven, but this is why we need testers to try every combat style they can think of :) That way we can balance the game for more depth.
Thanks for your feedback!
You realize that was a demo of the game so far, not the finished game yes?
Yes I realize this but even for a play demo it just looks like random key strokes and button clicks wich isn't much of a good way to show off a game.
You guys ever read Vagabond by Takehiko Inoue?
Hey thanks for that reference. I'll definitely go check it out, looks pretty cool. I'm sure Kupo already knows about this.
Wow, looks nice. You should really consider implenting smod stuff into this mod, chopping with a sword feels much better when your enemies actual gets chopped^^
What's "smod stuff"?
Developer.valvesoftware.com
Thats SMOD.
Also, I'd love to help somehow, but I have no idea where i would fit in.