This is where builds will be submitted for the project, linking to a google drive, a onedrive or a direct download.
Build 1:
This build is mainly an intermediate test file made for developers, made to see if code would run outside of the editor and that game could be accessed. It has the absolute barebones. The enemy ahead of the player can be taken down by attacking with the Left Mouse Button, there is delay and a collision is precise so it may take a minute. WASD keys move the player.
The Zipped File here must be extracted before running.
Build 2:
This build is much more fleshed out than the previous one. It includes the entire terrain being swapped out for custom tile sets, a new model being placed on the main character, animations being applied (currently only idle is active), a follow mechanic where the party follows the leader and a swap mechanic where the player can swap characters instantaneously in play. The player can do rapid switching to make up for the delay in striking, which has been increased, in order to hit enemies at a faster rate. The enemy unit can follow the player in the wilderness scene but cannot actively deal damage as the player has not been given health as of yet. There is fading text in the introduction scene which should help inform the player about some basic background before beginning. Multiple bugs are fixed and some textures are still pending. Controls are WASD to move, Left click to strike and Q and E to switch between characters.
The Zipped File here must be extracted before running.
Build 3:
This build is where the enemy ai has been made, it's rough and still needs some polishing, but for now serves its purpose. There is now a blocking mechanic installed in the game allowing the player to avoid damage if they time their blocks correctly. Animations and ques will be setup in the future so players can deduce that an enemy is going to attack so they can block it, but for now if the player blocks every 5 seconds they will avoid damage. If the player drops to zero health they will restart the game from the beginning. In order to block one must right click.
The Zipped File here must be extracted before running.
Build 4:
This build progress was made on the dialogue boxes, it now functionally works at the press of a button and is ready to be bounded to a Non-Player character or other asset. Currently the player can only simply continue the dialogue and can simply activate it by clicking on the "Test" button on screen in Vaucouleurs. Currently dialogue cannot be engaged outside of this map which is fine as the wilderness will feature mostly combat rather than dialogue. In addition the basic animations for Jeanne have been included, including blocking and walking. Blocking still has a slide effect while walking, however as the animation is quick this can be a minor quirk. Regardless it takes less priority to fix rather than the other steps of the project that build 5 will address.
The Zipped File here must be extracted before running.
Build 5:
Build 5 has the enemy animations working however walking causes the enemy to clip through the ground so this has to be resolved. In addition the enemy attacks are timed to the enemy's damage it deals so the player now has a block indicator to show when they need to block in order to avoid damage. It's average difficulty to block but it can be increased in difficulty by upping attack speed of the enemy's animation and reducing their cooldown. In addition the code for Ally AI is in place however it has run into the issue of "Object reference not set to an instance of an object" when attempting to disable code files and enable the AI file. This will likely be resolved in Build 6.
The Zipped File here must be extracted before running.
Build 6:
Build 6 has fixed the group up mechanic to be functioning now allies will engage with enemies who enter their threat range and enemies will recognize them as threats. Enemies will now actively switch targets in combat too. Player has death animations and enemy has death animations established. The next step will be switching around models for the actuals for the allies instead of stand-ins. There are now two enemies in the first level. The player needs to simply press G to activate it and G again to disable it.
The Zipped File here must be extracted before running.
Build 7:
Build 7 has the test models switched out for the actual models to be used in game. In addition a delay has been setup for switching characters and a UI for health and attack duration has been setup. When the orange bar flashes off attacking cannot be done until it returns.
The Zipped File here must be extracted before running.
Build 8:
Build 8 has made death no possible for all characters, when a character that is not Jeanne dies they become unconscious on the battlefield and the player will have to switch to a character that is still healthy to continue fighting. If an ally is knocked out while they are acting on their own they will also be left on the ground unable to be swapped to. The player as a reminder can swap with the Q and E keys. If an ally dies while following someone, their body will be dragged with the party (Dragon Quest Style). When the player reaches the town the party member gets revived.
The Zipped File here must be extracted before running.
Build 9:
Build 9 has made some small but major improvements on the game that are apparent to see right off the bat when players interact with the game now. In the area of Vaucouleurs you can meet a man named Claude at the front of the church, approaching him will now start dialgoue with him, for now players can only scroll through the dialogue with continues, which is fair as you'll be mainly listening rather than talking with most of the NPCs in the game. Another change was that in the Wilderness section, characters are now equipped with weapons and have animations set up for them to stab and attack with them. Some maps still need to be reattached to the game which will be done in build 10.
The Zipped File here must be extracted before running.
Build 10:
Build 10 has established the stances system into the game, by pressing "Z", "X" and "C" on the keyboard the player can change how they approach combat. The "Z" stance is the default stance the player starts out at where they do average damage and block an average amount. The "X" stance is the Attack stance, where the player forgoes defense in favor of offense, in this stance they deal three times the amount of damage but cannot block attacks. Lastly the "C" stance is where the player goes all in on defense, allowing them to block for an indefinite period of time so long as they keep pressing the right click on their mouse, the drawback is that they no longer do damage in this stance, so it's advised to use this stance only as a bridging stance to move onto others. In addition, enemies that are hit are now stunned for a couple of seconds when hit, however this still has some bugs that a future build may have to edit out.
The Zipped File here must be extracted before running.
FINAL BUILD:
The game I AM the Sword in it's completed Demo glory.
https://drive.google.com/file/d/1SIy2nSvRJGkdTSEsbAqWWFXXWwnan8wI/view?usp=sharing
Project Folder
https://drive.google.com/file/d/1FtmDU_IoecRizYOiYWKG6FKQgkIlNtRg/view?usp=sharing