Blade/Edge of Blossom

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).

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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

Very intriguing - without ever playing any of the infinity games, because of lack of device at the time and a turn off to the price of what was essentially a swiper game, I always thought the games (mechanics and optimization) could be improved upon.

As for alternatives to life bar - IMO these kind of swiper games are very visually pleasing because of the closeness to the characters which should show high fidelity visuals, fx and very pleasing fluid movement/animations.
To accompany these beautiful graphics - visual representations of the life bars as progressively more numerous wounds on the character and enemies would be a very nice touch. It would enhance the visual quality and reduce UI clutter of the life bars.
This would probably be a pretty complex feature to develop, but in my opinion would really elevate the visual quality.

Also like the decision to replace the joystick with dual touch input. Do you know already how this will feel when moving the character? Im unfamiliar with dual touch input - so if it is obvious, no need to give a detailed response.
(Im looking up the specifics on dual touch) :slight_smile:

There are actually some free games like Infinity Blade on android, Blood&Glory, DeathDome, StormBlade and the recent one is Dawnbringer(the last two were made with Unity cmiiw).

The joystick actually has some weakness where player needs to hold on the joystick image/area and drag it around to move, and since the joystick image/area is usually small(less than 1/4 of screen size) it’s quite hard to position your thumb on it without looking. While using dual touch, half of the screen area can be dragged to move, and the other half is for changing camera direction.
Just let say that dual touch is like dual half-screen-sized-invisible joystick.

I’m actually thinking about using her hair as indicator of her life, at full health her hair would be completely dark, and as she receive damage, her hair will turn white starting from the tip gradually reaching the base when she fully out of lifepoint.
Either that or I’ll start to think about clothing damage :stuck_out_tongue:

Current progress:

Added simple mesh slicing for enemy’s death. Based from this

https://www.youtube.com/watch?v=xgoUmrhXyYE

Quite giving a headache since cutting up to 6000+ vertex is taking full 2 seconds pause and half GB garbage collection, but finally found the culprits, the Mesh.vertices, Mesh.normals, and Mesh.uvs, and now it almost instant at mobile phone.

Need to fade the upper sliced part…

This is a cool idea. Anything that can deliver the needed information to the player - with existing assets and not add clutter to the screen is a good idea imo. Plus I think it would feel more part of the game.

First try of the hair color change…
I think it could be done via scrolling uv, maybe using a texture with height 3x of the uv height, the 1t 1/3 part is full black, next 1/3 is gradiently changing from dark to white, and the rest is full white hair…

But I think I’ll just go using shader.

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