SWORDY - kor
https://www.youtube.com/watch?v=xDPLcPuNmpI
WHATS NEW!?

New game mode: CHAMPIONS
Champions mode is designed for customizable competitive combat. It has a "prep phase" where players can select equipment and armour. Rounds are played out until a victor has two points. At the start of each round players are reset to their specified loadouts to keep things even. Champions mode does not yet work with AI, so you currently need two or more people to play!



Improved Character movement and sprinting.
We have made a bunch of improvements surrounding character locomotion. Along with fixing the acceleration/speed calculation we were using we have improved the dash and sprint system and added stamina. A breathing animation and breath effects have been added to help portray character’s stamina state. Added footstep sounds too. Try clicking the left stick (L3) for a quick dash, and try holding down the left stick (L3) while moving for sprint.

Improved item throwing.
We have improved the general item throwing physics and fixed single handed throws. We have also added a homing system for thrown items too. This makes throwing a bit more forgiving and helps bring a bit of the emphasis more toward strategy and player decision than perfect mechanical mastery just to hit.



Music system upgrade.
We have switched over our music system to Elias which allows for much more smooth and dynamic transitions. Camp music changes every time you start the game. Combat music has been improved to respond to in-game events like deaths, killstreaks and overall match progress.

Armour paint color
Watching Let's Play-ers play the missions we saw many of them finding it difficult to keep track of their character when fully armoured. This should help!

Improved camera system.
We have improved the camera system to get in closer where it can, adjusting it’s position and tilt dynamically to fit the action. Due to the new closeness we added new point of view zones to the Camp level that will zoom out the camera to fit points of interest.



Level scale
We have reduced the size of the arenas - helping keep the camera and combat close, clear and tense.

Decreased combat speed
We have also slightly decreased the overall game speed. We are really liking this as it gives you a bit more time to see what it going on and react to incoming attacks. It makes combat more clear.



Other stuff
Footstep sounds
Weapon dispensers
Character voices and speech bubbles.



FULL CHANGELOG

Version 0.3.0
EA Release - version 3
2016-11-29
  • Added new game mode: CHAMPIONS!
  • Added armour paint color.
  • Added homing system for thrown weapons.
  • Added character voices and speech bubble system.
  • Added weapon and armour dispensers.
  • Added character stamina.
  • Added dynamic music system using Elias.
  • Added character breathing sounds and particles.
  • Added point of interest zones to Camp.
  • Added footstep sounds.
  • Improved throw physics.
  • Improved visibility for soul.
  • Improved character movement.
  • Improved soundtrack.
  • Improved dash and sprint system.
  • Improved fire effects.
  • Improved camera system.
  • Improved pause menu icons.
  • Improved character color picker sound effects.
  • Improved blood splatters.
  • Reduced spear attack speed.
  • Reduced arena scale.
  • Reduced combat speed.
  • Fixed collision bugs in the Camp.
  • Fixed bug with camp not spawning existing players properly.
  • Fixed so there is no pause menu in map.
  • Fixed bug with crown ignoring damage.
  • Fixed so that weather audio stops on match reset.
  • Fixed bug with weather not updating correctly.
  • Fixed spawn sound effect not working.
  • Fixed bug causing Last Man Standing mode to not complete.
  • Fixed single handed item throwing.
  • Fixed saved weapons spawning inside of each other.
  • Fixed bug with spawn platform spawn animation continuing after exit.
  • Fixed White Peak arena blood splatters not displaying.
As always, let us know what you think!

Frogshark
SWORDY - kor
https://www.youtube.com/watch?v=xDPLcPuNmpI
WHATS NEW!?

New game mode: CHAMPIONS
Champions mode is designed for customizable competitive combat. It has a "prep phase" where players can select equipment and armour. Rounds are played out until a victor has two points. At the start of each round players are reset to their specified loadouts to keep things even. Champions mode does not yet work with AI, so you currently need two or more people to play!



Improved Character movement and sprinting.
We have made a bunch of improvements surrounding character locomotion. Along with fixing the acceleration/speed calculation we were using we have improved the dash and sprint system and added stamina. A breathing animation and breath effects have been added to help portray character’s stamina state. Added footstep sounds too. Try clicking the left stick (L3) for a quick dash, and try holding down the left stick (L3) while moving for sprint.

Improved item throwing.
We have improved the general item throwing physics and fixed single handed throws. We have also added a homing system for thrown items too. This makes throwing a bit more forgiving and helps bring a bit of the emphasis more toward strategy and player decision than perfect mechanical mastery just to hit.



Music system upgrade.
We have switched over our music system to Elias which allows for much more smooth and dynamic transitions. Camp music changes every time you start the game. Combat music has been improved to respond to in-game events like deaths, killstreaks and overall match progress.

Armour paint color
Watching Let's Play-ers play the missions we saw many of them finding it difficult to keep track of their character when fully armoured. This should help!

Improved camera system.
We have improved the camera system to get in closer where it can, adjusting it’s position and tilt dynamically to fit the action. Due to the new closeness we added new point of view zones to the Camp level that will zoom out the camera to fit points of interest.



Level scale
We have reduced the size of the arenas - helping keep the camera and combat close, clear and tense.

Decreased combat speed
We have also slightly decreased the overall game speed. We are really liking this as it gives you a bit more time to see what it going on and react to incoming attacks. It makes combat more clear.



Other stuff
Footstep sounds
Weapon dispensers
Character voices and speech bubbles.



FULL CHANGELOG

Version 0.3.0
EA Release - version 3
2016-11-29
  • Added new game mode: CHAMPIONS!
  • Added armour paint color.
  • Added homing system for thrown weapons.
  • Added character voices and speech bubble system.
  • Added weapon and armour dispensers.
  • Added character stamina.
  • Added dynamic music system using Elias.
  • Added character breathing sounds and particles.
  • Added point of interest zones to Camp.
  • Added footstep sounds.
  • Improved throw physics.
  • Improved visibility for soul.
  • Improved character movement.
  • Improved soundtrack.
  • Improved dash and sprint system.
  • Improved fire effects.
  • Improved camera system.
  • Improved pause menu icons.
  • Improved character color picker sound effects.
  • Improved blood splatters.
  • Reduced spear attack speed.
  • Reduced arena scale.
  • Reduced combat speed.
  • Fixed collision bugs in the Camp.
  • Fixed bug with camp not spawning existing players properly.
  • Fixed so there is no pause menu in map.
  • Fixed bug with crown ignoring damage.
  • Fixed so that weather audio stops on match reset.
  • Fixed bug with weather not updating correctly.
  • Fixed spawn sound effect not working.
  • Fixed bug causing Last Man Standing mode to not complete.
  • Fixed single handed item throwing.
  • Fixed saved weapons spawning inside of each other.
  • Fixed bug with spawn platform spawn animation continuing after exit.
  • Fixed White Peak arena blood splatters not displaying.
As always, let us know what you think!

Frogshark
SWORDY - kor
Hey everyone!

We have uploaded a "beta" version of Swordy's next major update (0.3.0) to the beta branch on Steam.

It would be fantastic if you could help us out by playing it and letting us know what you think of the new features so we can make fixes and changes before the proper update.

To change branch on Steam:
  1. Go to your LIBRARY.
  2. Find and right click on Swordy.
  3. Left click on "Properties".
  4. In the "Properties" pop-up window: left click on the "BETAS" tab.
  5. In the dropdown select the "beta" branch.
  6. Left click the "CLOSE" button to close the "Properties" window.
Steam will then update Swordy automatically.



WHATS NEW!?

New game mode: CHAMPIONS
Champions mode is designed for customizable competitive combat. It has a "prep phase" where players can select equipment and armour. Rounds are played out until a victor has two points. At the start of each round players are reset to their specified loadouts to keep things even. Champions mode does not yet work with AI, so you currently need two or more people to play!

Improved dash and sprint system with stamina.
Try clicking, and try holding down the left stick (L3) while moving.

Music system upgrade in progress.
We have switched over our music system to Elias which allows for much more smooth and dynamic transitions.

Armour paint color
Watching Let's Play-ers play the missions we saw many of them finding it difficult to keep track of their character when fully armoured. This should help!

Improved camera system in progress.
We are in progress of improving Swordy's camera system to be a bit more dynamic and get in closer when it can. There are still a few issues to iron out (twisting zoom in currently) but we are keen to hear what you think so far.

Level scale
We are testing reducing the size of arenas - again helping keep the camera and combat close, clear and tense.

Decreased combat speed
We are testing out a slight decrease in game speed. We are really liking this as it gives you a bit more time to see what it going on and react to incoming attacks. It makes combat more clear.

Other stuff
Footstep sounds
Weapon dispensers
Character voices

Disclaimer: Expect bugs if you venture into the beta branch.
Current known issues are a glitch with the spawn platform point aura effect in Last man standing mode, and the weird twist on the initial camera zoom ins. We will get them fixed and will be updating this branch. If you find any others we want to know all about em!

Let us know what you think!

The Frogshark team.
SWORDY - kor
Hey everyone!

We have uploaded a "beta" version of Swordy's next major update (0.3.0) to the beta branch on Steam.

It would be fantastic if you could help us out by playing it and letting us know what you think of the new features so we can make fixes and changes before the proper update.

To change branch on Steam:
  1. Go to your LIBRARY.
  2. Find and right click on Swordy.
  3. Left click on "Properties".
  4. In the "Properties" pop-up window: left click on the "BETAS" tab.
  5. In the dropdown select the "beta" branch.
  6. Left click the "CLOSE" button to close the "Properties" window.
Steam will then update Swordy automatically.



WHATS NEW!?

New game mode: CHAMPIONS
Champions mode is designed for customizable competitive combat. It has a "prep phase" where players can select equipment and armour. Rounds are played out until a victor has two points. At the start of each round players are reset to their specified loadouts to keep things even. Champions mode does not yet work with AI, so you currently need two or more people to play!

Improved dash and sprint system with stamina.
Try clicking, and try holding down the left stick (L3) while moving.

Music system upgrade in progress.
We have switched over our music system to Elias which allows for much more smooth and dynamic transitions.

Armour paint color
Watching Let's Play-ers play the missions we saw many of them finding it difficult to keep track of their character when fully armoured. This should help!

Improved camera system in progress.
We are in progress of improving Swordy's camera system to be a bit more dynamic and get in closer when it can. There are still a few issues to iron out (twisting zoom in currently) but we are keen to hear what you think so far.

Level scale
We are testing reducing the size of arenas - again helping keep the camera and combat close, clear and tense.

Decreased combat speed
We are testing out a slight decrease in game speed. We are really liking this as it gives you a bit more time to see what it going on and react to incoming attacks. It makes combat more clear.

Other stuff
Footstep sounds
Weapon dispensers
Character voices

Disclaimer: Expect bugs if you venture into the beta branch.
Current known issues are a glitch with the spawn platform point aura effect in Last man standing mode, and the weird twist on the initial camera zoom ins. We will get them fixed and will be updating this branch. If you find any others we want to know all about em!

Let us know what you think!

The Frogshark team.
SWORDY - kor
Version 0.2.2
EA Release - version 2 - patch 2
2016-11-15
  • Fixed bug with with initialization of our Input management library after the addition of the optional DirectInput (8 player support) mode.
Hey everyone!

Just another quick patch update fixing up a bug submitted by players.

Three players had issues with the game not running due to Swordy's input manager initialization changes from making DirectInput / XInput switchable. We couldn't reproduce to problem on our machines but have it fixed now with help from those affected (thanks again!).

We are still hard at work on the next major update. We'll post an announcement soon when we are ready for pre-release feedback on it!

The Frogshark team.
SWORDY - kor
Version 0.2.2
EA Release - version 2 - patch 2
2016-11-15
  • Fixed bug with with initialization of our Input management library after the addition of the optional DirectInput (8 player support) mode.
Hey everyone!

Just another quick patch update fixing up a bug submitted by players.

Three players had issues with the game not running due to Swordy's input manager initialization changes from making DirectInput / XInput switchable. We couldn't reproduce to problem on our machines but have it fixed now with help from those affected (thanks again!).

We are still hard at work on the next major update. We'll post an announcement soon when we are ready for pre-release feedback on it!

The Frogshark team.
SWORDY - kor
Version 0.2.1
EA Release - version 2 - patch 1
2016-10-16
  • Fixed bug with reconnecting gamepads in DirectInput mode.
  • Improved reconnecting gamepads to take any existing character without a gamepad.
  • Fixed bug with character seperation.
  • Fixed so that more deathmatch bots cannot be added when at player limit.
  • Fixed bug with Mission encounter exit.
  • Improve in-game bug/feedback submitted screenshot to include in-game UI.
Hey everyone!

Just a quick patch update fixing up a few bugs submitted by players (thanks!).

The big thing nailed down here is dealing with gamepad disconnections / reconnections - all working properly in DirectInput mode too. The handling of reconnections is better now, grabbing any disconnected character available.

The Frogshark team.
SWORDY - kor
Version 0.2.1
EA Release - version 2 - patch 1
2016-10-16
  • Fixed bug with reconnecting gamepads in DirectInput mode.
  • Improved reconnecting gamepads to take any existing character without a gamepad.
  • Fixed bug with character seperation.
  • Fixed so that more deathmatch bots cannot be added when at player limit.
  • Fixed bug with Mission encounter exit.
  • Improve in-game bug/feedback submitted screenshot to include in-game UI.
Hey everyone!

Just a quick patch update fixing up a few bugs submitted by players (thanks!).

The big thing nailed down here is dealing with gamepad disconnections / reconnections - all working properly in DirectInput mode too. The handling of reconnections is better now, grabbing any disconnected character available.

The Frogshark team.
SWORDY - kor


Version 0.2.0
EA Release - version 2
2016-10-08
  • Added mission system!
  • Added "Basic Training" single player / co-op mission.
  • Added "Forest Trial" single player / co-op mission.
  • Added "Sword Challenge" single player / co-op mission.
  • Added character body location based damage!
  • Added armour system!
  • Added plate armour sets.
  • Added new weapon: Stick.
  • Added new weapon: Spiked Flail.
  • Added toggle for "Input API" to chose between XInput (recommended) and DirectInput (eight player support).
  • Added sound effects to Deathmatch points feathers.
  • Added sound effects for foliage bush collisions.
  • Added sound effects for the color changer.
  • Added sound effects for in-game crown.
  • Added sound effects to reward screen skull award.
  • Added music to Deathmatch reward screen.
  • Added additional "How to play" line "Hold right trigger for an aggressive
  • stance with extended reach but a less defensive weapon angle."
  • Improved Spear sound effects.
  • Improved player character visual preparing for further player customization.
  • Improved weapon damage balancing.
  • Improved AI separation to avoid friendly damage.
  • Improved character damage impact voice sounds.
  • Improved character corpse skin color - now returns to base color instead of staying red.
  • Improved in-game feather visual effects.
  • Improved character's hurt voice sound effects to be based on damage dealt.
  • Improved in-game time slow effects on large impacts.
  • Fixed bug with input passing to characters while in System / Pause menus.
  • Fixed bug with cleaving causing damage spikes.
  • Fixed bug reconnecting/changes to connected gamepads no longer stops all gamepad input in XInput mode.
  • Fixed bug with last man standing mode stopping after a player got eight kills.
Hey everyone!

This is our biggest update yet - our first big "content update".

Until now Swordy has been primarily a competitive multiplayer experience. We've been working hard to come up with a module that allows single player and co-operative play.

You can now play through what we call single player "missions" - an encounter based progression mode and framework. This first phase of single player / co-op content paves the way towards more types of encounters and scenarios in the future.

We hope you enjoy the new addition to the game! Feedback is really important to us and we read all of your comments and discussion threads!

One major addition this update is locational damage and armour. Previously we used a large capsule collider for characters, we now have individual colliders for body locations: arms, legs, chest and head. Damage is modified by location - limbs take less damage, the head takes more.

When armour is picked up it is attached to the relevant locations. Damage is applied via body colliders or attached armour colliders. The damage applied to the character and the armour is modified by the armour's parameters.

For now we only have one type of solid plate armour, with rigid attachment and 100% cleave and slice protection. This will expand in future with armour that can be cleaved and armours using skinned meshes that can cover more locations.

We also found and fixed some bugs related to bladed weapons and cleaving damage, which should be more consistent now. Chest and head locations still take quite a lot of damage from blades, be careful!

We have integrated a toggle in the System menu to switch between XInput and DirectInput. The main benefit of DirectInput is that it allows more than four Xbox 360 gamepads to connect at once, it however limits Xbox 360 gamepad trigger input into one axis and may be a bit more unstable as its new to Swordy. If you do not require more than four Xbox 360 gamepad support we recommend you leave the default setting of XInput. As a side note: up to eight Xbox One gamepads are fully supported by XInput.

We had success with the preview branch for players willing to test and give us feedback for updates before we make everything public. Thanks heaps to those that send in thoughts, bugs and ideas. We will be continuing this in future. If you are feeling adventurous - in the Swordy properties window from your Steam Library change the branch to "beta" under the "BETAS" tab.

Let us know what you think!

Thank you!
The Frogshark Team.

SWORDY - kor


Version 0.2.0
EA Release - version 2
2016-10-08
  • Added mission system!
  • Added "Basic Training" single player / co-op mission.
  • Added "Forest Trial" single player / co-op mission.
  • Added "Sword Challenge" single player / co-op mission.
  • Added character body location based damage!
  • Added armour system!
  • Added plate armour sets.
  • Added new weapon: Stick.
  • Added new weapon: Spiked Flail.
  • Added toggle for "Input API" to chose between XInput (recommended) and DirectInput (eight player support).
  • Added sound effects to Deathmatch points feathers.
  • Added sound effects for foliage bush collisions.
  • Added sound effects for the color changer.
  • Added sound effects for in-game crown.
  • Added sound effects to reward screen skull award.
  • Added music to Deathmatch reward screen.
  • Added additional "How to play" line "Hold right trigger for an aggressive
  • stance with extended reach but a less defensive weapon angle."
  • Improved Spear sound effects.
  • Improved player character visual preparing for further player customization.
  • Improved weapon damage balancing.
  • Improved AI separation to avoid friendly damage.
  • Improved character damage impact voice sounds.
  • Improved character corpse skin color - now returns to base color instead of staying red.
  • Improved in-game feather visual effects.
  • Improved character's hurt voice sound effects to be based on damage dealt.
  • Improved in-game time slow effects on large impacts.
  • Fixed bug with input passing to characters while in System / Pause menus.
  • Fixed bug with cleaving causing damage spikes.
  • Fixed bug reconnecting/changes to connected gamepads no longer stops all gamepad input in XInput mode.
  • Fixed bug with last man standing mode stopping after a player got eight kills.
Hey everyone!

This is our biggest update yet - our first big "content update".

Until now Swordy has been primarily a competitive multiplayer experience. We've been working hard to come up with a module that allows single player and co-operative play.

You can now play through what we call single player "missions" - an encounter based progression mode and framework. This first phase of single player / co-op content paves the way towards more types of encounters and scenarios in the future.

We hope you enjoy the new addition to the game! Feedback is really important to us and we read all of your comments and discussion threads!

One major addition this update is locational damage and armour. Previously we used a large capsule collider for characters, we now have individual colliders for body locations: arms, legs, chest and head. Damage is modified by location - limbs take less damage, the head takes more.

When armour is picked up it is attached to the relevant locations. Damage is applied via body colliders or attached armour colliders. The damage applied to the character and the armour is modified by the armour's parameters.

For now we only have one type of solid plate armour, with rigid attachment and 100% cleave and slice protection. This will expand in future with armour that can be cleaved and armours using skinned meshes that can cover more locations.

We also found and fixed some bugs related to bladed weapons and cleaving damage, which should be more consistent now. Chest and head locations still take quite a lot of damage from blades, be careful!

We have integrated a toggle in the System menu to switch between XInput and DirectInput. The main benefit of DirectInput is that it allows more than four Xbox 360 gamepads to connect at once, it however limits Xbox 360 gamepad trigger input into one axis and may be a bit more unstable as its new to Swordy. If you do not require more than four Xbox 360 gamepad support we recommend you leave the default setting of XInput. As a side note: up to eight Xbox One gamepads are fully supported by XInput.

We had success with the preview branch for players willing to test and give us feedback for updates before we make everything public. Thanks heaps to those that send in thoughts, bugs and ideas. We will be continuing this in future. If you are feeling adventurous - in the Swordy properties window from your Steam Library change the branch to "beta" under the "BETAS" tab.

Let us know what you think!

Thank you!
The Frogshark Team.

...