MomoCon was full of Blade Ballet firsts this year - first time showing in Atlanta, first time with our new booth setup, first time running tournaments at a convention. Check out our video to see how the game was received!
https://youtu.be/E07a0YLhffw
New Gameplay Video Added to Steam
Happy Tuesday! We've added a new gameplay video to our Steam page (after our trailer) so you can see the most up-to-date characters, modes, levels and mechanics. Hope you enjoy :)
https://www.youtube.com/watch?v=KS3x35Eqgtc
You Guys Made Our PAX East Stellar
We couldn't have asked for a more awesome time at PAX East this year. Here's a video recap of how the show went:
Thanks to everyone who came out to play, chat, and cheers us on. Can't wait to share the game with you all again soon!
Blade Ballet Headed to PAX East 2016
https://www.youtube.com/watch?v=hQHBjXKsAOs
Excited to announce that we'll be showing Blade Ballet at the PAX Rising booth (#6548) at PAX East this year, April 22 through April 24. Hope you get a chance to stop by, chat, and play the game! Can't wait to show everyone the updates we've made since our last convention.
Blade Ballet Devlog: Desert Level, Bitsburgh, Title Cards, and More
On our most recent devlog we chatted about designing some cool new arenas (OA.SYS and Bitsburgh), adding title cards to our stages (for more interest and excitement), and more.
We've been updating our devlog with our progress for the last four months - it's a great look at where we were, where we're at now, and how far we've come.
Blade Ballet Devlog: Level Design, Foxy STEVe, UI for Voting, and More
In the beginning, our level design was really off-the-cuff, leading to the creation of some really cool levels - and some duds. We've streamlined our level design process to improve our success rate, testing all levels for fun pre-art and only putting levels in the game once they're proven to match our vision.
We love skins! Our bots have so much fun character that we can't wait to expand upon that with cool skin options (plus, it will make it easier to see which character you're playing). There's a lot of work that goes into implementing a skin system, so it's not in the game yet, but look for it in a future release.
We made UI for voting! An essential screen in any multiplayer game, this UI means you don't have to rely on the person who made the match to pick good game options.
Blade Ballet Devlog: Infected Effects, Mode Selects, 3D Objects, and More
Lately, we've been having fun prototyping new effects for our game - especially for a new, experimental mode called Zombie Mode. No confirmations on the mode entering the game yet, but we're ready with the effects when it's time!
We do, however, have new modes coming to the game very soon. So we had to make a mode select screen to choose between them!
We also 3D printed our very first bot. Really happy with how our bots look in IRL 3D!