Party with Friends and fight as a Team
The directional sword fighting system of Kingdoms Rise brings depth of skill to melee dueling.
Featuring a multitude of armors, swords, spells, ranged weapons and more!

Development Updates:

New Armor Set Finished

After a lot of hard work I have finally finished this second complete set of armor for the Kingdoms Rise character builder (when it exists), The set is much more grim/Gothic themed than the original set, To contrast this, the next set made will likely be a much cleaner/sturdier looking set I've posted an image gallery here for those interested in seeing some of the work in development [gallery ids="104,107,106,105,103,102,101,100,99,98,97,96,95,94"] If you like, you could also watch the first item of this set being made at high speed in this video; ...

Dev Update – Sound work and Animation system improvements

Last week I spent a lot of time working on a few of the sounds we will need for Kingdoms Rise, the really fundamental stuff like swinging swords, hitting swords, walking, jumping etc. And since talking about sounds isn't nearly as exciting as a pretty screenshot I put a bunch of the sounds into video form so you can have something to listen to, Meanwhile Paul has been doing some awesome work on the animation system,  He's made the characters feet stay planted in place when turning the look from left to right. Before now the player would pivot around on the spot like he's standing on an invisible lazy Susan We now also have aim blends, blends for varying strength of attack, foot IK, head IK and eye IK. In addition to this we have...

Another blade

Yesterday was spent tweaking and exporting our 138 player animations from my 3D package into the unreal game engine. After all that tedious work I did something a bit more creative, I made a new blade which I'm calling Hawks Talon. It's a hawk themed katana like sword, currently the longest one we have made. hawk_ingame_3 hawk_ingame_1 My work from here involves making all the sword clanging and tinging sounds so Paul and I can stop having to sound those out as we play hawk_blade_hipoly  ...

New test map

The default UDK blank level was getting on our nerves for testing KR in. So we've made a new map that is effectively a box room, and here it is; cape_testmap2...

First multiplayer tests of early(glitchy) melee

Here's a video of Paul and I testing the minimum playable implementation of the Kingdoms Rise attacking and blocking mechanics, replicated over a network. There's a lot of obvious bits of glitchiness here and there, but hopefully not for long, once this basic part of the combat is all polished and tweaked we can start getting the more interesting stuff in there too! =D ...

100 Animations down!

Today I completed my 100th player animation, meaning, from our milestone 1 animation list there are only 32 more animations to be made video_animating Today we also spent some time recording new animation reference for falls, during which I may or may not have injured myself :P Working with a video either loaded into the view-port background or playing on a second monitor is something I've found really helps with making lifelike animations quickly, and it's about as close as we can get to motion capture on our budget...

Nothing but Animations

In the last couple of weeks I've been doing almost nothing but player animations. So far I've completed 90 of our 136 initially required player animations, if you want to see the animations todo list you can check that out here; https://workflowy.com/shared/7ca6f0e4-32b5-c4c4-14b6-6625f88016d4/ kr_animating...

Swords +1

As I've been animating the player I've had the player holding a placeholder sword which looks considerable lighter than the majority of swords we intend to be in KR. This has been making animating confusing, in effect, forcing me to animate "wrong" in the belief that the player will look balanced when he's holding a bigger sword. This got frustrating quickly, so instead of continuing I took a break from animating to quickly bash together a bigger sword, and here it is rendered in UDK; bigger_sword_wip4 bigger_sword_wip1...

Sword Designs

Right now I'm completely bogged down in character animating, with over 100 player animations still needing to be made before I can get back to working on environments or 3D models, so while still longing to make 3D models I consoled myself by designing some sword silhouettes for when the time comes to make more swords! ...

Foliage Fun

Lately I've been working on some generic foliage assets,

For the grass I copied the displacement component of the grass shader seen in Unreal's 2010 foliage tech demo so that the grass sways in the wind, its very nice to watch, I will hopefully have it in a video soon.

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