Archive for the 'Daikon Forge' Category

Taketori Katana V1.0 released

Yesterday I quietly released the Taketori Katana.  It is available in my main shop at Anhalt Hill (first place in my profile Picks) as well as SL Exchange :

taketori

So far I’ve gotten mostly good feedback, though there’s at least one person out there who apparently hates it (I think his exact words were "The handling on this thing sucks").  I admit that it’s a little different, and may required getting used to (there’s no auto-combo ability in this sword, for instance), but most people seem to be reporting that it’s pretty smooth for them.

The most important thing to remember about the Taketori Katana handling is that it is specifically designed to not require rapid-fire button mashing or perfect timing.  It is designed such that it should be easy to move smoothly from one attack to the next, or attack to block, etc.  As an example, if you pressed W for a forward slash, you can press and hold D  at any point while the W slash is executing to move right into the D slash when the W slash is finished, you do not need to wait for the W to finish.  Same with block and kick.  The number one priority for the Taketori was the ability to smoothly transition from one thing to the next, almost like a rolling motion from one key to the next.

Some people have reported that the Taketori is faster, some have reported that it is slower, and there are people I trust completely on both sides of that argument.  Who is right?  Well, technically speaking, I did in fact slow down the Taketori a little due to feedback from some of the best fighters I could find, but a great deal of testing has not shown the weapon to actually be slow.  Most testers have reported that it is fairly well balanced.

Only time and widespread usage will really reveal what the overall consensus is, and while I feel that the speed is pretty good "as-is", I think exactly the right decision was made : It’s possible to release an update that is faster, if required, but if I release a "too-fast" weapon and try to put out an update that is slower to try to balance it, then many people will simply choose not to use the update.

Beta testers may wonder "what happened to the rolls?", to which I can only say that although I still intend to incorporate the rolls in a future update, I never considered them an essential feature, and making them work properly and consistently despite SL’s quirks and the greediness (in terms of aggressive polling time and insistence on overriding literally everything) of most animation overrides was just more work than I was willing to do if it meant putting off the release by a couple more weeks.

I also plan on creating a unique special attack for this weapon. :)  It’s another one of those features that, although it would be quite nice to have a unique special, was just not a showstopper.

I hope to do a postmortem article soon, but as it is I just picked up a new contract at my RL job and need to return to gritty reality :(

Please feel free to leave any feedback you have on the new weapon, I would very much like to hear what people have to say!!!

Popularity: 45% [?]

New Sword : Quick Update

I know I’ve been promising a Wave update to all my impatient customers, but the last two days spent on animations and script for the new sword have been so productive that I didn’t want to switch gears.  I’ve mentioned before that I’m not so great at animating, so when I’m actually making progress I don’t like to interrupt it if I can help it.

In any case, I just finished the last of the core combat animations for the new sword.  There’s surely going to be some more tweaking necessary on the ones I have now, but the basic work is done on that.

I do still have to create an animation for the special attack, but I find those to be easier to make because the time constraints on them are not so tight: You don’t have to make a semi-believable attack squeeze into half a second or less worth of animation :)

Since tomorrow is a holiday, I’ll have another whole day of not being interrupted by billable work to package up the Wave update and hopefully get that out so that I can get onto the last stages of the new weapon.

On a related side note, I’ve started the modeling work on two new weapons, something a little different than a katana this time.  I’m not going to say much about what they are at this stage because I’m just as likely to change my mind as I am to finish them, but suffice it to say that I’m playing with some new weapon ideas.

 

Popularity: 32% [?]

Wave Katana Updates

I apologize for the frequency of updates with the Wave Katana.  In addition to the issues shared among other C:SI weapons that caused the first update to be required, I discovered two additional bugs in only my sword that required an update: 1) You could not turn while blocking in third-person view, and 2) There was a script error being thrown when starting a duel due to a missing "dueltaunt" animation.

I do believe that this latest version should be pretty solid and won’t require another immediate update.  If you do spot any problems with this latest version, I would very much appreciate any information you can give, and will do my best to resolve all issues with haste.

And while I’m thinking of issues I would very much like to encourage users to give feedback on blocking issues.  We have done a lot of work and testing with regards to previous reports of block not always working as expected, and we think we have good reason to believe that all of those issues are resolved to the best of Second Life’s ability.  Please let us know if you are still experiencing problems.

Popularity: 16% [?]

C:SI branch on Nagasaki BAKUMATSU

Combat: Samurai Island now has a new branch store in the wonderful Japanese sim of Nagasaki BAKUMATSU (Google translation). If you’ve never been to Nagasaki BAKUMATSU or Kyoto BAKUMATSU, I would strongly encourage you to go. At the very least I would recommend to anyone to check out those previous links, which may do far more than I can to convince you to visit.

While I was placing my vendor in the new store, Esprite mentioned to me that there is no fighting within the commercial areas of the sim, a departure from the Samurai Island locations, and that I could get a landmark to the fighting area by clicking one one of the nearby “no fighting” signs. I had a little trouble locating the signs at first, until Esprite told me that they had been translated into Japanese by the sim owner, Ryoma Sautereau. As much as I’ve been a lifelong fan of Japanese culture and martial arts, an avid reader of Takuan Soho’s writings (free PDF), and a practitioner of Aikido, I felt very humbled to have to ask someone to translate the signs and to not be able to understand most of what was said by the people around me, who appear to be genuine Japanese.

No fighting in the store

bi-lingual C:SI logo

I am really going to have to make some time to check out these sims very carefully now, as I feel I have a great deal to learn from the architecture and aesthetic to be found there. Hopefully I will be able to do so soon.

Until I get that chance and have more to write about these wonderful sims and those who manage them, here’s the obligatory “new store” snapshot:

Nagasaki BAKUMATSU

And a snapshot of the temple where I was taken after clicking the “no fighting” signs:

Temple_KyotoBakamatsu

Popularity: 14% [?]



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