Edge of Blossom is an infinity/storm-blade-esque action/adventure in japanese setting with anime style. The background story revolves around a young girl whose duty is to seal Inugamis(basically, japanese werewolves), after she slain them first.
Title : Edge of Blossom / Blade of Blossom / Blossom Blade (whichever that hasn’t already taken)
Platform : Android (if ever released :p)
The game will have two parts, headquarter part and exploration part, just unlike most other android games.
The headquarter is where you take mission, buy equipments, etc…
The exploration is where you running around executing the mission, like collecting stuff, or, most likely, killing some demon-dog-god.
Actually, this is not the first time I made infinityblade like game, the 1st one is client based game, more like infinity blade, as they requested it to be. Not released yet unfortunately. But at least I have learn something from that game. The 1st game stucture require all enemy to have the same attack pattern, or else the game crash, very not flexible at all.
So for the second game, I redesign the structure (build the code from scratch), so now I have this:
Instead of having to have the same pattern for each enemy, now I can pick which attack set that this enemy has.
The outlines were handled by shader(modified from standard toon shader, added normal map and non uniform outline width), but then, I decided to add them directly to the model to gain more control over the outline width, with a trade off that the outlines doesnt maintain it’s width over distance…
Since I’m more into programming guy, I tend to go with gameplay first then assets come later. ‘Tend’, since sometime it happen the other way. So this is my latest gameplay video, no sound yet…
Screen shots
Texture blending with outline added via shader for the ground.
Some battle screenshots, attacks are executed by swipes while dodge are executed by double tapping the screen, tapping position decides dodging direction(up/left/right).
What’s already in there:
Basic movement, using virtual joystick which I planned to replace with dual touch input.
Battle, attack using swipes in 8 directions. Dodge using double tap.
Enemy AI, currently randomly attack using predefined move set.
Now, I’m still trying to make a proper ‘wall’/border for the Temple stage(the only stage I currently have). The current bushwall seems quite, just say that not like what I imagined it to be like. So, if anyone have any suggestion on how to make boundary/wall that is suitable for the setting, I would love to hear it…
Also, I’m still looking for alternatives for the look of the lifebars, any suggestions are welcome, especially if it diegetic
[EDIT]
Skybox is from Fantasy SkyBox Free : Unity Asset Store - The Best Assets for Game Making
Trail is from X Weapon Trail : Unity Asset Store - The Best Assets for Game Making
Cheers