Blade Ballad - Inverse Kinematics Driven Melee Game

I want to share a building mechanic I’ve been working on. It’s a tile based placeable building system so you can snap placed objects together similar to minecraft, but unlike minecraft it does not use voxels but instead right triangles as the base floor.

You can then place walls on the edges of this base floor, which might feel familiar if you’ve played Rust, but the difference is that Rust uses equilateral triangles.

The idea behind this mechanic stems from the excessive amounts of building shapes that I find in a lot of survival RPG games, which I found disengaging and overcomplicated, but at the same time, voxel games like Minecraft lack the ability to create a sloped or angular buildings, plus so many people are doing something with voxels these days.

I have a blog post that goes into more depth regarding this mechanic at blade-ballad.com

The game is still under development, and the latest version (0.2.0) is a demo build, but if you want to playtest it and help find some bugs you can download a copy on itch.io or indie.db. Thanks for reading.

Making an update post for Blade Ballad 0.2.1. I’ve made several improvements to the current state of the game, with manual weapon rotation, NPC combat movement, and inventory, in that order.

More information can be found on my blog post here, which now has a Downloads page for download links, if you want to grab yourself a demo for playtesting.

Version 0.4.0 - Improved Melee Mechanics