-
I didn’t want to make such a personal post since it doesn’t relate to game development, but I was recently placed on medication, and this has had a noticeable impact on my ability to work on the game. Antipsychotics, which the name doesn’t really imply, is not explicitly for psychopathic behavior, but for managing “disordered
-
Shields are integrated as passive weapons. Elbow movements enhance realism in sword fighting. Muttium, the starting town, receives a makeover alongside other items and props.
-
Binding mechanics are reworked to allow freedom of movement. New features include blade recoil for beats, improved AI, the addition of spears, and experimental LAN. Banking mechanics are conceptualized to add realism in the game’s story mode.
-
Combat receives another improvement by implementation of a spatial grid system for NPC targeting with expanded armor slots.
-
Version 0.4.0 of Blade Ballad introduces significant improvements to combat mechanics, enhancing seamless chain attacks and expanded panning. It also includes weapon binding to prevent exploitation, upgraded graphics through URP, and the unveiling of the Colosseum arena. New gameplay features like gamepad support, inventory adjustments, and a basic mission manager enhance player experience and engagement.
-
Version 0.3.0 features a deep dive into inverse kinematics, showcases the physically based armor system, integration of NPC behavior trees and story development.
-
I made a promise to myself that I will never sell out the game to some publisher or involve myself with a team. This is a project that takes time, and you cannot buy time.
-
Version 0.2.1 brings manual weapon rotation based on mouse magnitude, NPC combat improvements, and inventory rework. This includes pseudorandom NPC movements, dynamic weapon pitch, and a reworked inventory system.
-
The first public release of Blade Ballad is out as an early access demo. It introduces standard game systems and a Placeables building system. NPCs and combat have also been refined.








