While I wouldn’t call it officially complete since it hasn’t been cleaned up yet, here is my design document for a multiplayer Source engine mod (though the idea is engine/mod-independent):
Katana
A Source Engine Modification
Introduction:
A multiplayer action game set in feudal Japan, Katana pits teams of players against each other in brutal melee combat. Controlling authentic samurai weapons with intuitive mouse movements, the player slashes, thrusts, and parries his way to victory. His honor and his life depend on his martial prowess. The Revenge game mode pairs the familiar round-based structure of Counter-strike (CS) with a simple equipment selection screen, and strives to recreate the deep skill-based combat that has made CS the most popular online multiplayer shooter of all time. Duel challenges players to defeat a single opponent in close combat, which often ends in seconds. Finally, the Melee mode plunges each combatant into a frenzy of violence with no clear sides, where strength of arms alone determines victory.
Fig 1: Face Off/Title Screen
Game Modes
Revenge:
In this game mode the ronin are avenging the death of their lord (due to defeat in battle, political maneuvering, or treachery) by attacking the clan of samurai responsible. Their objective is either to kill all enemy samurai or the clan lord. The lord is a non-combatant NPC, having been incapacitated by previous injuries or sickness, but has the standard amount of health, and is usually positioned in a well protected area. The samurai have to defend this location and their lord from the ronin, who start outside the area and must force their way in.
Matches are organized into rounds of 2-5:00 each (although this should be set to whatever you want with a server-side variable), and players are divided into two opposing teams (Samurai and Ronin in this case). Auto team balance and auto team select will be necessary features, and the team selection screen can be brought up at any time by pressing comma. Once the player picks a team they are shown the weapon selection screen, which may be brought up at any time (during a round or after death) by pressing period.
Fig 2: Team Select
Fig 3: Weapon Select
Melee:
In a whirlwind of violence, samurai and ronin alike are thrown together into hectic melee combat. Every man tests his honor against all challengers on these bloody battlegrounds. Both continuous respawn and timed modes should be available, with configurable time and kill limits. In melee mode the player picks a skin rather than a team, but selects his weapons normally.
Duel:
Players face off one on one in a small level. The survivor continues dueling unless he chooses to pass his turn, giving his spot to the person next in line. Spectators can watch while they are waiting for their turn. The projected number of players for an interesting duel is around five. Time limits should be set to around 1 minute default, but as usual they can be set to 0 (infinite). In duel mode the player picks a skin rather than a team, but selects his weapons normally.
Fig 4: The Ronin
Figure 5: The Samurai
Fig 6: The Lord
Weapons
The five weapons are the wakizashi, katana, no-dachi, naginata, and yari. The weapons the player is carrying are automatically listed in inventory slots 1-3 in descending order by reach. Weapons are dropped once a player dies, and may be picked up at any time by aiming at them and pressing F. Pressing G will drop the weapon the player currently has out. The player may select either right (default) or left handedness in the options menu, which determines both which side the weapons are worn on and their starting positions*.
Weapon Damage:
There are two potential approaches to damage modeling. One is to check for a hit and simply apply a flat weapon damage stat (modified by hit locations) to the player hit. The other is to calculate weapon momentum, total area of player hit, distance between players (ie what part of the weapon hits them), both players’ momentum and hit locations to reach a total. Game balance is the ultimate arbiter in this case, but for now we will assume the former because it is much less complex to program and think about. The reason I have included the second option at all is that a complex weapon handling system might be worthless without a damage model that makes full use of it. The second damage system might end up approximating the first, or it might make the game a truer test of skill. Keep in mind that features of the second may be added to the first to produce a middle ground between complexity and playability.
Wakizashi: 50 slash, 35 stab
Katana: 75 slash, 50 stab
No-dachi: 100 slash, 65 stab
Yari: 50 slash, 100 stab
Naginata: 75 slash, 100 stab
Fig 7: Weapons
Combat
When the round begins players’ wakizashi and katana are sheathed at their side and their no-dachi, naginata, or yari sheathed and/or slung across their back. Selecting a weapon slot by the corresponding number key and left-clicking (with the standard quick switching option which can be toggled under keyboard/advanced *perhaps quick switch should be on by default?) draws the weapon. When using either a katana or wakizashi, if the player clicks (left click slash, right to stab) right after they draw they perform iaijutsu, drawing their sword and attacking in one fluid motion. Slashing iaijutsu sweeps across the front of the player horizontally, while stabbing results in a forward lunging thrust.
Fig 8: Iaijutsu Attacks
Left clicking activates attack mode, which persists as long as the mouse button is held down (perhaps there will be a toggle option for this). During attack mode moving the mouse swings the weapon in the direction of the mouse movement, dealing damage to any players the weapon’s edge comes in contact with. Once attack mode is activated, right clicking readies a thrusting attack, which is executed when right click is released. Once a thrust is complete the weapon returns to its standard position, and when the left mouse button is released the player exits attack mode (which also returns the player’s weapon to its standard position, barring cases where the left mouse button is released mid-thrust).
Fig 9: Attack Mode
Fig 10: Thrust
Right clicking when in standard mode activates parry mode. In parry mode, which continues as long as the right mouse button is held down, moving the mouse positions the player’s weapon to intercept incoming attacks (either deflecting or stopping them completely). Depending on the relative distance from the center of the screen and direction, the blade moves into different positions. If an attack doesn’t hit either the deflection or parry area covered by the player’s blade, the attack hits normally. Parry mode also slows the player’s movement significantly. Once right click is released, the weapon moves back into its standard position and the player resumes standard mode.
Fig 11: Parry mode
Potential Expansion:
Some possible additional features are armor, an extended set of melee weapons, ranged weapons, hand-to-hand combat, and horses and mounted combat.
Conclusion
Melee combat using the Source engine has not been fully exploited by Pirates, Vikings, & Knights II or Age of Chivalry. A more realistic and fatal combat system, along with the use of the popular setting of feudal Japan, will bring new players to a genre not often explored on the PC. The coding and art resources required are also significantly simpler than many other Source modifications which have already been successfully released. The design is also easy to scale if any features need to be cut or expanded. Concerns about player base notwithstanding (as seen by problems with Dystopia and other well-made Source modifications), this project would be excellent for a portfolio and as an exercise in innovation.
Hara-kiri/Seppuku – the player dies, but the death doesn’t count on the scoreboard/against their K-D ratio. Or against score, which is called honor (what about ronin)? *Useful if only to end really long rounds (would people use it?) probably not worth coding until after the first release.
Technical/Planning Stuff:
Beta Targets: 4-5 maps, 5 models (one for each weapon) with slightly different texturing/coloring for each side, 1-2 player models with 2 different textured clothes for each side, completed UI elements/game menu reskins, kanji sprays? (easy), an installer, website.
Art Needed: A screen (window with breakable paper part?) that can be attached to others, bonsai trees, zen rock/sand garden? textures, several pots/vases, Japanese sandals, sword/weapon racks, scrolls, teapot, ikebana?, armor/arranged?, origami??, sake flask, lantern,