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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: 48% [?]

Taketori Katana Beta period ends

I have decided to end the Beta Testing period of the Taketori Katana in order to concentrate on the final steps required for actual product release.  To all of those who have recently requested to join the beta program and have not received a response from me, I apologize for not getting back to you right away; I’ve had a crazy schedule and have been considering this move for several days now, which has cause me to hesitate in answering one way or the other.

Many thanks to the wonderful team of beta testers, which includes (but not limited to and in no particular order) : Zai, Aimee, Kasumi, Ravish, JulieAnne, Heather, Zero, and everyone else that sent me notecards with their findings and feedback.  I find it tremendously encouraging and rewarding that the majority of feedback has been positive, and I’m hoping that many more people will enjoy the sword once it is released.

This sword has been very long in the making, longer than any other I’ve ever made before, for a variety of reasons which I hope to cover in an upcoming post-mortem article.  While there is certainly much more that can (and perhaps should) be done with it I feel that I’ve reached the point where I am impatient have it released and publicly available while still working on those additional things that can be incorporated into the product via short-term product updates.

Additionally, there are some issues that I need to look into and resolve with the Wave Katana, and a near-future update of that product is on my high-priority to-do list.  Besides the known issues that need to be resolved, there are a few things I’ve learned while building the Taketori that I want to retrofit into the Wave, hopefully resulting in improvements to that product as well.

I am also incredibly anxious to begin working on a new weapon, a recent inspiration that is sufficiently different from my previous weapons to have given me a great deal of motivation.  I won’t say too much about it at this point, as it’s way too early to make comments on things that are more likely to change than not, but I will occasionally post here about my work on that project as it progresses.

I expect the product to be released soon.  Very soon.  While I am working on the product update server, vendors, packaging, etc, here’s a quick little (crappy) video I made of the sword that I want to post "just for fun" (note that you can download the actual .avi if you really want to see it, online video is low quality) :


Taketori Katana V1.0 (Work in progress) from Takuan Daikon on Vimeo.

Popularity: 20% [?]

Progress Update : Taketori Katana

Just wanted to talk a little about the progress on the new sword, which has been "under development" for far too long

This sword has taken me far longer than any previous weapon I’ve made, for a number of reasons.  Probably foremost is the fact that I’ve just not had the time to devote to getting it done faster, but other reasons include the fact that I had decided that this new weapon absolutely required new animations. 

Since I made the Wave Katana I’ve learned quite a bit about creating Second Life® animations, and I felt that I could do a far better job this time around.  Previously I had tried to give a more "real-life" feel to my animations, which were inspired by my own real-life study of kenjutsu, but the animations I ended up with didn’t really convey the dynamism that such simplistic and direct movements have when performed by a real-life master such as my former instructors (or this guy). 

This time around, I thought that it would be good to exaggerate the movements and make them more "Hollywood-style", which I hoped would convey more of a feeling of power and speed.  While I still have a great deal to learn about animating and am far from an expert (hey, animations are hard to do well), I’m fairly pleased with the anims I’ve got this time around, and it’s very gratifying to me to be receiving so many compliments on them.

Another thing I’ve done this time around is spend a great deal of time playing with the control code, perhaps even too much time.  I’ve tried a few other melee combat systems in Second Life, and while C:SI is already the most dynamic and responsive in my opinion, I just really wanted to try out some ideas to see if I could get a more consistent responsiveness profile across a wider range of sim conditions.  It’s still kind of unproven whether I’ve achieved anything worthwhile in this area, but those people who are beta testing have good things to say for the most part.

Making most of the weapon out of sculpted prims didn’t help it get done any faster either, of course.  This sword was my opportunity to really see where I can go with Second Life’s new sculpted prim type, and although I’m far from an expert 3D modeller, I think I’ve managed to do a few things on this sword that I’m pretty proud of. 

So what’s left before I can put it on the market?  There are several things that still need to be done, here’s what comes to mind right away:

CRITICAL ISSUES/TASKS

  • Fix the "kick bug".  Linden Lab has thus far not been helpful in resolving the issue with Havok 4 breaking the push on kicks, so I guess we’ll need to explore this ourselves to make up for the lack of assistance or relevant information.
  • Figure out just what I’m going to use for the special attack on this blade.  I’ve had several ideas banging around in my brain, it’s time to settle on one of them and get it done.
  • The customization code needs to be heavily tweaked for this new weapon, and it’s possible I’ll have to redo some textures to make them more "colorizable".
  • Create an update server.  This is pretty easy, but is necessary before putting anything out.

"NICE TO HAVE" FEATURES

  • I would like to be able to resolve the problems with the block-rolls and moving slashes, and have made some progress in this area.
  • Better drawing/sheathing animations.  The ones for the Wave are just not good enough, but it’s not absolutely necessary to do this, could change them in a future update.
  • I would love to do a new product box.  Mine are the plainest in C:SI, and I’d love to do something more imaginative than what I have, but again this is not a "must have".
  • I’m sure there are at least another 50 things I can put here, but it’s taken me too long to write this post and my RL boss just called :)

This is probably a good time for me to point out that the prototype that people have been using is NOT an update to the Wave, but rather is the anims and scripts for the new sword in a Wave body just to make it quicker and easier to get a prototype out to testers.  The final product will be an entirely NEW sword and new product, not an update to the Wave.  I’ve had some people recently buy a Wave thinking that they are seeing my testers using an update about to be released, and it’s an entirely different product.

I have moved the existing scripts and animations over to the new sword and sheath builds this morning, and everything appears to be working correctly.  Those of you who are beta-testing the prototype and are providing me with regular feedback can expect to receive a new sword sometime in the very near future.

It’s coming, I promise :)

Popularity: 46% [?]

Why do people like "Autocombo"?

Also called "Auto-triple" or even just "combo", what I mean by auto-combo is the ability to hold down multiple attack keys and have the C:SI weapon perform three attacks (four if you include the fact that #3 is a double-attack) in a row.

I’ve never liked this "feature" (or is it a misbug?), preferring instead to explicitly press the keys that perform the attacks that I want, in the order that I want them to be performed in.  In fact, when I first discovered that this would be a consequence of the way the C:SI attack code was designed, I "fixed" it in the Wave Katana’s code. 

This led to a few comments of praise by some members of the community who felt the same as I do, and a great many more comments that the Wave "can’t combo" and that the missing feature was a large reason that many people wouldn’t use the Wave.  In fact, one person even told me via email in no uncertain terms that without "auto-triple", they would not use any of my weapons.  Autocombo was required.

I finally capitulated, and version 2.0.3 once again allows people to use autocombo.  Several people have thanked me for re-adding it, and I have noticed that many people who had previously owned a Wave but were never seen actually using it are now occasionally seen using it in combat.

For the new sword I’m building (I know, it’s taking forever) I redid almost all of the control code in a quest to discover whether it’s possible to make the transitions between "ready" or "block" and "attack" a little smoother.  I also spent a huge amount of time making sure that the ability to move from one attack to the next without rapid-fire key spamming was as smooth and reliable as I can make it, and so far I’m pretty happy with my results.  But it doesn’t auto-combo. 

Already I’ve had a few beta testers complain about (or at least mention) the fact that the new sword doesn’t autocombo, and until this morning I was on the fence about whether it would do so by the time it was released.

I guess my thinking is that if it’s possible to perform the same attacks in the same amount of time and without having to spam the keys, there’s no need for autocombo.  Apparently 75% of my beta testers disagree with that.

So, I guess I simply don’t understand.  What makes autocombo so appealing?  Why do (some) people feel that a sword is inferior if it doesn’t have it?  What am I missing here?

[UPDATE] You can also continue the discussion on the Official C:SI Forums, where Atrus has started the thread "Why do people like ‘AutoCombo’?"

Popularity: 51% [?]



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