A short introduction:
Japan at the end of the 15th century. States are warring over the rule of Japan.
A western ship, with a group of occult worshipers on board, strands along the shores of Japan.
The group and crew are being captured and brought to the nearest Daimyo.
The occult worshipers strike a deal with the Lord, their freedom in return for immortality and an army big enough to conquer the whole world.
However, the Daimyo would have to sacrifice his youngest daughter in order to create a rift to another realm.
In the following months a demonic army rages terror. Raiding and burning down castles and villages of those who stand against the Lord.
About the Story:
Before I had posted anything regarding the story, I was asked a couple of times if the game is based on actual historical events.
As you can figure out by reading the short intro above, the story is fictional. Some characters are based on actual historical persons.
Genre:
Samurai Legends is an action adventure game. Inspired by games like Onimusha 1-2, Ninja Gaiden and Way of the Samurai
The initial plan was to create an open world, where you as a wandering Samurai could pick quests from NPCS in different locations. Pretty much in the style of Way of the Samurai.
But at the end we decided for a linear story. Which I'm pretty sure people will enjoy. We had the aid of a real screen writer.
I would still like to incorporate side quests, but we'll see
how this would work out with the pacing of the story.
It wouldn't make sense if our hero is doing side quests while
a character from the main story needs to be rescued.
On the technical side, the game is of course being created with DBPro, Evolved's Advanced Lighting shaders are still responsible for the lighting of the game.
At the moment we are debating about third person versus fixed cameras. While personally I'm tending towards the fixed cameras. My friend, who's the programmer, thinks fixed cameras are outdated.
I just think a well placed fixed camera could be better during a sword fight, than a cam behind your character which needs constant adjusting.
If you guys would like to share your opinion, please let me know what you think would be best, and if possible why.
At the end I would once again thank those who have donated.
Most donations we received so far came from the TGC forum community. The
Samurai Legends campaign still runs until mid May, any contribution will be a big aid. We still hope to get enough to hire some additional help. Funders will receive perks for their support.
Samurai Legends is now present on
IndieDB !
We are looking for an animator !
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I'm a person who prides himself of doing stuff on his own. However, Samurai Legends has taken proportions where I can no longer do all the asset work alone.
Hence I'm looking for an animator who would be willing to lend us a helping hand.
Unfortunately at the moment I can't offer any payment other than being in the credits.
If we'll be able to raise funds through crowd funding, you'll definitely be paid for the work done.
But for now I'm making no promises.
For now we need an additional 3-4 attack combo for the main character.
Here is an example.
The combo needs to be split into several parts, so that if the player discontinues the combo, we could transition to the attack idle pose.
Personally I'm working with 3ds Max, I will provide the biped and the .bip files of the first attack and the attack idle pose. But you may also choose to not build on top of my attack animation and animate from scratch (as long as it starts and ends into the idle pose, ).
Should you be working with a different software package, I'm able to work with fbx files as well. You could use your own rigg since I'm able to remap the animation through a script.
Would be great if someone would like to help out.
Thanks for reading guys !
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