Update: May 30
Uploaded a bit of an old video on our youtube channel. It shows the first time viewing the assets in the game. You get to see Teer-sa in White Stage.
Well, I guess it's time to make it official.
For those who've been watching, two colleagues and I decided it was time to make our first official commercial game. We ran out of excuses not to do this anymore We had the skills, passion, budget and dedication. We just needed to stop being afraid
Fare.is.Fare Games was formed. It's based on the (only ) thing we all agree on: Its 'fun' as long it stays 'fare', no matter how far you push it.
And after our first blood-bath (a.k.a meeting), we deiced to work on my dream project, SwordPlay: Wolfpack.
It’s an action based, free roaming 3D fighting game that uses a semi anime style. It was created before in its own engine, but moved later to Unity 5 to save time.
The game design was practically there. I've been working on/off it since 2008 (both game and story). Even tried prototyping it a few times, just to get back to the drawing board (too many boring/confusing points).
I would like to warn everybody that the fighting system is "different". It's not based on any known mechanics, although I did find later that there was a game or two that implemented something similar in concept, but didn't come up with the best mechanics for it.
Seeing that the idea was new, our focus was simplicity. We picked up a control system that players of the fighting genre can relate to, and hopefully ease the transition to our fighting system.
Regarding the "world" of SwordPlay, there isn't a total "full" story (from A to Z), but the world, characters, backstorys, relationships, turning points and major fighting scenes have been developed with the fighting design. It was my way to brainstorm some fighting rules and ideas for the game system. I do plan on using all of it in the game story of SwordPlay (at least the complete part #1 of the story, which is where SwordPlay will happen).
I LOT of freelancers have been hired to get the "content" part done. We're about 85% done with demo. I would like to personality thank each and everyone one of them for their amazing work and professionalism. We could not have done it with you.
We are going full speed to release a presentable demo by the end of July (with some possible close beta testing before that). The demo will only include the 3 vs 3 multiplayer mode (3 characters, 3 stages). The final version will have 2-3 coop story mode, and a lot more modes. Seeing that the demo size will not be that big, we're planning on releasing it as a Unity WebPlayer. This demo will also feature a "challenge creator" mode. One of our first stages is called the "White Stage". This stage doubles as a tutorial and training stage. The stage's ground consist of blocks that can raise to any height to help simulate a lot of game conditions the players will face on the other stages.
The "challenge creator" mode will allow users to create their own training and challenges and share them with others.
Release plans will start with the PC, targeting Steam and other game distributors. As for other consoles, we did do some mockups to test the game with, but we'll see how it goes after the feedback from the demo.
We really hope the game will appeal to the fighting genre community
For those who want to learn more, you can pop by our website:
www.fareisfare.com (we're working on a better one -_-)
You can follow us on Twitter MrFarePlay
We try to post all project related news under hashtag MrFPSwordPlay
We also have a YouTube channel, but unfortunately the videos are being put on hold for not having a dedicated editor guy. We're working on it:
We appreciate everyone's support. We will try our best to get as much fan base going before the demo release