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Forums disabled July, 2020 -- Check Discord for most recent information (https://discord.gg/uSwdEym).
**Unity Part 4: Mastery Menus (ETA End of August)**
- Masters Menu Basics: DONE
- Fame/Founders, Buildings, Top 8 Schools, Uniform Menus: DONE
- Rivals, Rival Hires, Cofounder, Advisor Menus: 60% Complete
- Scrolls, Jobs, Archives and Embassy: 0% Complete
- Tutorials, Bugs, Polish: 0% Complete
**Unity Port: ETA Unknown (Late December as is depending on fate of Flash on Kongregate)**
* Part 1: Basic Fighting System (Animations): DONE
* Part 2: Advanced Fighting (HP/Stam bar, Stance buttons, etc... ): DONE
* Part 3: Core Menus (Training/Tournaments, Stats, Skills, Equip, Shop, etc...): DONE
* Part 4: Mastery Menus (masters, school, fame, rivals, scrolls, etc..): 2% Complete
* Part 5: Lineage Menus (may include some minor changes) : 0% Complete
* Part 6: New Content and Balance Changes (undecided): 0% Complete
* Part 7: Final Prep (cloud services, IAP, leaderboards, etc...): 0% Complete
**Future Updates (Approximate release order.)**
* Area 2's Head Masters: Design Phase 20% Complete
* Area 2's Founders: Design Phase 20% Complete
* War System: Design Phase 50% Complete
* Area 2's Tier 3 and 4 Rival Hires/Cofounders: Design Phase 20% Complete
* Area 1's Tier 5 and 6 Rival Hires/Cofounders: Design Phase 10% Complete
* Area 2's Tier 5 and 6 Rival Hires/Cofounders: Design Phase 5% Complete
* Amatuer Rival System (Similar to Summer 2018 Event): Design Phase 50% Complete
* Gear Overhaul (Forge Redesign, Cosmetic Gear, Helmets?): Design Phase 20% Complete
* Legendary Master Rank: Decision Phase (80% chance I will add this feature)
* Area 3: (Samurai/Katana?) -- Design Phase 10%
* Grand Master Tournaments: Decision Phase (80% chance I will add this feature)
* Other Areas: Design Phase 5%
**Other Updates (Not in release order.)**
* Rank 5 Lineage Abilities: Design Phase 40% Complete
* Lineage 4th Ability Level (80% Sure I want to add this): Design Phase 40% Complete
* 4th Category Lineage Abilities (30% chance I'll add this -- gives access to more abilities early in the game): Design 33% Complete
* Other Ranks of Lineage: Design Phase 5% Complete
* Menu System Overhaul (Will be split into many parts): Design 80% Complete
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A new event? Interesting...
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katana in real swordfight igh disgusting worst possible choice for weapon -_-
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Random thing I just noticed, which isn't really important, but when you have consumables switced 'off' it still shows the option to pay for more special trainings.
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You can click on Secret Training and try to spend gold on it but you will just get a pop-up that says that consumables option needs to be turned on. And even when consumables is on you will still get a confirmation pop-up before the gold is actually spent.
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wait was "Vlad's Mansion" last year's halloween event?
if so - damn i've been playing this for a while eh.
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erkan85 You must be one hell of an expert to claim one of the most famous historical swords is a " worst possible choice for weapon" in a "real swordfight". Well i guess for every [insert sword type here] fanboy thinking you can cut plate armor with it or something there is... well... a person like you.
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CyborG73 I am a trained Katana user. Katana is not the best sword of all time. There's no best sword of all time. A sword is good only in the hand of a good fighter. Some samouraïs trained and fought with bad katanas on purpose, they even used bokens (wooden saber), they wanted to obtain the best moves without to break their material. The famous Musashi Miyamoto was a boken user. These fighters were deadly. It's not their weapon that makes them deadly, it's their skills. Furthermore, a saber is a melee weapon, and samouraïs also used distant weapons such as bow and guns when they could so it was not possible to use it at the start of a battle.
We can say the same for european knights, their weapons didn't cut as much as the katana did, they were able to hit with the sword guard while hanging the blade directly with their hands. They were deadly too.
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I feel like the "Crusades" should be more like a thing that instead of making them a master make them go on a "Crusade". They would wade through ever more challenging enemies until they died and at certain points (for example after killing the lvl 500 guy) they would get a reward. This reward could either be a new currency or perhaps you could tie it into the new gear system by giving the player new gear and that would be how you unlock weapons and armor. This would work by having the player only be able to use 1-2 weapons and 1-2 armors until they went on their first "Crusade". The next weapon and armor would be gotten on their first "Crusade", incentivizing them to do more. You could also, using a map or by some other means, tie the battles to real world locations so that they feel like they are actually participating in a crusade. Since that part is just QOL it isn't that important but it would be cool and that could be how you release new parts of the "Crusade". What you could do is release it in sections, such as the battle of Constantinople which could include for example enemies level 300-500 and then in the next update go to Jerusalem. The whole thing would be linear, just one battle after another, but the battles would only go to a certain enemy level until you decide the rewards/location/etc. for the next part. This would also "slow down the game" which would help new players have content for longer periods of time without repetition or artificial stops.
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This is still in active development? Great!
Could you for the love of god PLEASE disable the buttons to duel rivals until you actually can duel them? It's utter and complete bullshit to have it activate to just throw a popup to say you can't duel them yet. Do you hate your players?
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really love this game, and i'm glad you've got an update in the works. it's been real great going up the rival ranks, feels fantastic when i finally beat a rival thats been kicking me around, or i'm able to jump up a bunch of levels because of something i'd missed about rival skills. the only gripes i have are rival leveling taking forever, especially when you need them at a specific level for co-founders or specific rival stars.
considering how long Sword Fight has been around, i'm surprised you haven't worked on (or at least published on Kongregate) other games so i'll be lookin forward to whatever you do with unity
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Kaukamieli: Things weren't always that way, it is a new bug caused by some of the code I had to rewrite for the last event. I had already started the next major update before I found out about it so fixing it now is problematic. I may try fixing it soon anyways since the update has been pushed back but it will be at least a couple weeks before I have a chance to work on it.
DhaidBurt: I've been working only on Sword Fight since it has been released but I have two games on a different account (Simple Strategy Game and Addlock by cbDev. I like the strategy game, used to play it a lot myself. The logic/puzzle game isn't that great.) I also have a word game that used to be out on Android that I may put on my cbDev account for fun (Kong players are much better at giving feedback, I didn't get any reviews for the game on Android)
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I just bought ancient family history to help you in your endeavors, am looking forward to the update especially near gear/skills.
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> *Originally posted by **[TheLowerLight](/forums/951337/topics/1589934?page=1#13181794)**:*
> I just bought ancient family history to help you in your endeavors, am looking forward to the update especially near gear/skills.
Same! I've enjoyed this game immensly off and on over the past couple of years and would like to encourage development to continue :)
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Developer Update Sept 22, 2019: The 'Area 2' update is nearing completion and has just been uploaded for an early beta test. I'll run a larger test in a week or two, depending on how things go. I made a few cuts to the original plan but there is still a lot of new content to test so expect another 3 or 4 weeks before it is finished
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Update Oct 11, 2019: The early beta has gone well but I was only able to work about half of what I predicted so if that continues it'll be another 2 or 3 weeks until the update is ready.
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Oct 23, 2019: Rival Artwork and some minor changes left - Shouldn't take more than 5 days
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Oct 28th, 2019: The response to Area 2 has been great but plays didn't pick up as much as I hoped so I will be splitting my time between new content and preping for launch on other platforms (starting with experimental Unity Port - I'll spend about 2 weeks on it and see how it goes)
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Nov 14th, 2019: The first part of the Unity Port was a success - Porting the code was easy though I had to go through it line-by-line. As expected I ran into issues with the graphics: Specifically aligning the character parts (arms, legs, swords, body, etc..) At one point I almost quit because it looked like I would have to redo all of my animation data (which could take a month just on its own) but eventually I found a way to make the old data work.
I am now starting work on the T4 Rivals, just in time too since it looks like Kongregate decided to add me to the Hot New Games list after all. Like the old Area 1 rival updates there is no way to make this challenging for high level players but it will add new awards. One of those awards will be tricky to set up so this could take a week all on its own. And I may need to add something to slow the game down at very high TL's: either special end game enemies (like Royal Guard) or I'll give high level enemies special abilities (like first strike) so future updates can be challenging.
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Dec 14th, 2019: Had to take a few days off but I'm back to work on the Unity Version. I'll finish porting the easy non-UI code then I'll work on the advanced fight mechanics (hp and stamina bars, damage and special attacks, winning and losing fights, etc...) Should be easy since there is hardly any UI work needed. I'll take a break from Unity in January to work on the last Flash content update: Area 2's Tier 2 cofounders. After that I'll probably work on some side-projects that I've been wanting to work on so I can get more experience working with UI in Unity before I starting working on Sword Fight's Menu System.
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Jan 15, 2020: I'm still too unfamiliar with Unity so wasn't able to get much done while my kids were on their 2-week long winter break so I'm a bit behind on Unity Part 2. I'm ending it early regardless of its state this Saturday (sound fx, training and tournaments have been moved to Unity Part 3) so I can begin work on Area 2's Tier 2 Cofounders They should be ready by the end of January as planned. That will probably be the final update until the Unity version is released. I plan to go back to work on the Unity version immediatly after that but I expect the work on the menus to be tedious so I will probably take breaks occasionally to work on some side projects.
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March 10, 2020: Didn't make much progress this past month -- Had to take time off for family and I got stuck for a while on the skills menu and save system.
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thank you for all your work tovrick. Stay safe and healthy in these trying times..
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March 27, 2020 -- Hope everyone is well. Schools have been closed in my area indefinitely. I have my kids full time since my ex is still working so expect some major delays for the Unity Port (before all this started I was thinking a summer release might be possible but now I am just hoping the port will be ready before Flash dies in December.)
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Good luck - you've got thousands of people wishing you the best.
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