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May 04, 2024, 07:21:11 AM

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TIGSource ForumsCommunityDevLogsHeuss - 2D medieval action game about fast and brutal combat
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Author Topic: Heuss - 2D medieval action game about fast and brutal combat  (Read 3949 times)
ManicArts
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« Reply #20 on: November 13, 2019, 04:46:34 PM »


Just released my fourteenth devlog!





In this episode, I add a depth of field effect to improve the readability of my game.





NO depth of field!





WITH depth of field and contrast!


Any feedback is greatly appreciated!

Stay on the lookout for more devlogs in the future!


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ManicArts
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« Reply #21 on: November 20, 2019, 02:55:44 PM »


Just released my fifteenth devlog!





In this episode, I add an outline shader to my 3D models, mountain fog in the distance and improvements to the smoothness of the camera.





Outline effect, mountain fog and camera smoothing all in one!


Any feedback is greatly appreciated!

Stay on the lookout for more devlogs in the future!


« Last Edit: November 21, 2019, 07:13:02 AM by ManicArts » Logged
ManicArts
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« Reply #22 on: December 04, 2019, 01:03:57 AM »


Just released my sixteenth devlog!






In this episode, I start to update my combat UI by creating new 2D assets.




The hilt divided into multiple PARTS!



The hilt as a WHOLE with first color pass!


Any feedback is greatly appreciated!

Stay on the lookout for more devlogs in the future!


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ManicArts
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« Reply #23 on: December 11, 2019, 03:30:50 AM »


Just released my seventeenth devlog!






In this episode, I need to overhaul my original UI concept to fix some unforeseen issues.




The NEW hilt!


Any feedback is greatly appreciated!

Stay on the lookout for more devlogs in the future!


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ManicArts
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« Reply #24 on: December 28, 2019, 04:45:52 PM »


Just released my eighteenth devlog!






In this episode, I implement my new combat UI inside unity.




Combat with the NEW UI


Any feedback is greatly appreciated!

Stay on the lookout for more devlogs in the future!


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ManicArts
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« Reply #25 on: February 05, 2020, 07:11:30 AM »


Just released my nineteenth devlog!






In this episode, I recap the updates I made to the game over the holiday break
and I introduce you to a roadmap of what 2020 has in store for Heuss.





Some gameplay with all the new UPDATES!


Any feedback is greatly appreciated!

Stay on the lookout for more devlogs in the future!


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Jasmine
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« Reply #26 on: February 11, 2020, 05:39:37 AM »

I thoroughly enjoyed watching this most recent update! Especially the game play mechanic - it's cool to see you all growing and adapting, even on days off (but make sure to rest)!
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ManicArts
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« Reply #27 on: February 12, 2020, 01:13:38 PM »

I thoroughly enjoyed watching this most recent update! Especially the game play mechanic - it's cool to see you all growing and adapting, even on days off (but make sure to rest)!
Haha thanks - I'll try booking something to the spa Wink
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ManicArts
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« Reply #28 on: February 12, 2020, 01:24:54 PM »


Just released my twentieth devlog!






In this episode, I add arrow deflects to the combat sandbox.




Empty your mind, be formless, shapeless — like water.


Any feedback is greatly appreciated!

Stay on the lookout for more devlogs in the future!


« Last Edit: February 12, 2020, 01:33:51 PM by ManicArts » Logged
ManicArts
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« Reply #29 on: February 19, 2020, 07:18:11 PM »


Just released my twenty-first devlog!






In this episode, I set up my first character ragdoll.




Let the BODIES hit the floor!


Any feedback is greatly appreciated!

Stay on the lookout for more devlogs in the future!


« Last Edit: February 19, 2020, 07:34:42 PM by ManicArts » Logged
ManicArts
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« Reply #30 on: March 04, 2020, 04:07:39 AM »


Just released my twenty-second devlog!






In this episode, I create death animations for my enemies.




Here's some combat with character RAGDOLLS in action!


Any feedback is greatly appreciated!

Stay on the lookout for more devlogs in the future!


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ManicArts
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« Reply #31 on: March 14, 2020, 10:25:32 AM »


Just released my twenty-third devlog!






In this episode, I implement weapon physics inside the combat sandbox.




Here's some combat with fully implemented ragdolls!


Any feedback is greatly appreciated!

Stay on the lookout for more devlogs in the future!


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ManicArts
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« Reply #32 on: April 06, 2020, 01:25:15 PM »


Just released my twenty-fourth devlog!






In this episode, I add dismemberment to my death animations.




Different DISMEMBERMENT options



Here's some combat with DISMEMBERMENT!


Any feedback is greatly appreciated!

Stay on the lookout for more devlogs in the future!


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Jasmine
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« Reply #33 on: April 08, 2020, 09:30:03 PM »

This most recent update is crazy informative and interesting!

I am curious how long it takes for you to come up with these solutions? Was it brain wracking to ultimate decide on assigning different parts to different spectrums to limit collision issues?

Programming is such a mystery to me.
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