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Sword Masters: Abilities

2024-09-15

Every Sword Masters player takes one ability into the round, from a free dash to a legendary laser. Some are instant, one charges while you hold the key, and two need you to aim.

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Seven abilities

Warning

Sword Masters was abandoned in October 2024, and many of its assets belong to the group that owned it, so this system can’t be shown running.

Besides your sword, in Sword Masters you take one special ability into each round. You use it with E, or with the button on screen on mobile.

How it works

  • Dash is free and everyone starts with it: a quick burst forward.
  • Superjump charges while you hold the key and jumps further the longer you wait, up to four seconds.
  • Stomp cracks the ground around you and damages everything nearby.
  • Burger heals you.
  • Fireball lets you pick a spot, bend the arc with the mouse and throw.
  • Laser beam fires a beam for eight seconds that you aim by turning the camera.
  • God’s Dash is a stronger dash only admins have.
  • Each one has its own cooldown, from 5 seconds for Dash to 44 for Laser beam, and the slot on screen shows when you can use it again.

Under the hood

Every ability is a separate module with the same four functions, so adding one doesn’t touch the rest of the system. The long ones, Fireball and Laser beam, ask your client for input halfway through, such as where you’re aiming. Part of this system came from another developer and I adapted it. How it all fits together, and what it leaves unprotected, is in the portfolio version.