Devblog #11 - The music of Bushido

Have you ever wondered what feudal Japan actually sounds like? Well wonder no more, as we take a look (and listen) at some of the early audio concepts...

I’d be the first to admit that the music and audio for Bushido was always near the bottom of my priorities. Like many other indie dev’s, I always imagined that it's something I’d try and do at the end of the project - most likely rushing it and not really giving it the care that it deserved.That opinion changed almost immediately after Patrik (our Audio Lead/Composer) joined the team, and I’m now converted to the idea that audio is as equally as important to the spirit of the game as is the artwork, gameplay, etc…

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Devblog #10 - 3 Year Anniversary

Can you believe it - it's our 3 year anniversary this month?! Bushido has certainly become a labour of love for those of us on the development team, but with the end finally in sight - we wanted to share some the latest developments update you as to the status of the project.

In this blog post, we’re going to look at some of the latest assets the team has been working on over the past couple of month. We’ve also got some exciting news in terms of developments in gameplay - with the Katana and Character customisation feature newly finished.

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July Unity Meetup

This month we were invited to do a short presentation on Motion Capture - where we take a look at some of the techniques we've learnt whilst recording animations for Bushido.

You can download a copy of our presentation by clicking here. In retrospect, it might not make a great deal of sense on its own as we had to breeze over some of the larger topics - e.g. a detailed guide on how to run a capture session would be a full presentation in itself! That said, there may be some nuggets of information in there that someone can find useful!

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Devblog #9 - New maps and Ninja player model

As we slowly finish the foundations for the core gameplay mechanics, we’ve been able to focus on some of the more visual elements of the game - such as the environments, player models and weapons.

Those of you who have been following us for a while will notice that we’ve shown off a variety of player models AND environments in the past. The reason we’ve been busy creating new ones (effectively superseding the old assets) is because the game has developed rapidly over the past 5 months and we’ve had to re-do certain elements to ensure they remain compatible with other developments across the project (e.g. the migration to Unity 5, a PRB shader pipeline, a higher-quality look and feel, etc…).

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Devblog #8 - More Mocap

In this blog post, we look at some of the animation tools and techniques we’re using to bring Bushido to life!

It’s been busy couple of weeks for the team here at Meteor Pixel team, as we forge ahead and are slowly getting closer to finishing up the pre-alpha build! Safe to say we can now clearly see the light at the end of the tunnel, but we’ve still got some way left to go…

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