ManicArts
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« on: June 23, 2019, 08:59:43 PM » |
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« Last Edit: April 06, 2020, 01:27:59 PM by ManicArts »
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RichSG
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« Reply #1 on: June 30, 2019, 02:39:31 AM » |
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Very interesting. Look forward to seeing where this progresses, the tactical approach to combat is really intriguing!
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Josh Bossie
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« Reply #2 on: July 01, 2019, 06:19:34 PM » |
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You're definitely wearing your inspiration on your sleeve which isn't always the best look. I think you should definitely try to better differentiate it from One Finger Death Punch
Beyond that I like the idea of OFDP but with a different skin and flavor. Could be neat depending on where you go with armor and weapons and the like
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ManicArts
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« Reply #3 on: July 16, 2019, 12:05:53 PM » |
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You're definitely wearing your inspiration on your sleeve which isn't always the best look. I think you should definitely try to better differentiate it from One Finger Death Punch
Beyond that I like the idea of OFDP but with a different skin and flavor. Could be neat depending on where you go with armor and weapons and the like
Mechanically, I aim to differentiate the game from OFDP by adding a second dimension to the combat system. In OFDP, you only attack from left or right, but in Heuss you can also change your vertical stance by ducking or lifting yourself on one leg. So during combat, you can target specific parts on an enemy's body or evade certain attacks. This allows for more creativity and agency in the way the player handles gameplay situations, something that is less present in OFDP. Because of this stance switching, I can create enemies that have more varied patterns. My goal is to have a dynamic battlefield where enemies can interact between themselves in various ways to create interesting gameplay situations for the player to navigate. An example for this would be an archer firing an arrow at the player. The player can duck it and let the arrow hit an enemy on the other side. But if this enemy has a specific shield, the arrow can be reflected back to the player, etc... I'm a sucker for dynamic sanboxes and emergent gameplay!
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« Last Edit: July 16, 2019, 01:50:45 PM by ManicArts »
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ManicArts
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« Reply #4 on: July 16, 2019, 12:10:48 PM » |
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Very interesting. Look forward to seeing where this progresses, the tactical approach to combat is really intriguing!
Thanks a lot! You won't have to wait much longer, I've got a new devlog coming in a few more days!
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MrCobble112
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« Reply #6 on: July 25, 2019, 05:31:40 AM » |
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Looking good. I can't wait to see what this forms into. I don't know why, but the art style kind of reminds me of Vectorman on the Genesis.
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ManicArts
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« Reply #7 on: July 25, 2019, 12:05:22 PM » |
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Looking good. I can't wait to see what this forms into. I don't know why, but the art style kind of reminds me of Vectorman on the Genesis. Thanks man! Just went to check what was the game you mentionned. First of all, that game looks SICK! Don't know how I missed it!? Secondly, I think it's the mix of ''prototype 3D models / 2D environnement'' that does the trick!
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ThatsRandom
Level 0
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« Reply #8 on: July 27, 2019, 02:38:30 PM » |
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This looks really promising, I love how clean and polished everything looks even though it's still a work in progress! Can't wait to see this project evolve. I do have to ask: although your game is clearly fast-paced, how do you intend to convey the feeling of brutality to the players?
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ManicArts
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« Reply #9 on: July 28, 2019, 04:22:02 PM » |
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This looks really promising, I love how clean and polished everything looks even though it's still a work in progress! Can't wait to see this project evolve. I do have to ask: although your game is clearly fast-paced, how do you intend to convey the feeling of brutality to the players?
Thanks! I plan to add a complete blood and gore system in the near future! Dismemberment, gaping wounds, broken bones and blood ( LOTS of blood)! I want the battlefield to reflect the brutality of your skirmishes. So, expect the environnement (and yourself) to get a new coat of paint (mostly in the red spectrum) after extended gameplay time
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ManicArts
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« Reply #11 on: August 01, 2019, 03:16:23 PM » |
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I watched all of your dev logs, it is really really interesting ! I was just wondering if the music will play a important role in the game ? Anyway, you're doing a great job for the moment, I'm very interested to see the rest of it... Yes I have special plans for the music! It will change depending on the enemies's combat rythm and yours, akin to what you can find in Doom 2016 or Ape out. I want the music to follow your combat flow, like it's a dance!
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« Last Edit: August 01, 2019, 07:33:25 PM by ManicArts »
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tansutumer
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« Reply #12 on: August 15, 2019, 08:31:04 AM » |
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Are you looking for a music composer by any chance?? I would love to collaborate with you on this!
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ManicArts
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« Reply #13 on: August 16, 2019, 01:04:48 PM » |
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Are you looking for a music composer by any chance?? I would love to collaborate with you on this!
Hey! Thanks for your interest in the project! As of this moment, I'm working with a friend to create the soundtrack. However, he's really busy with life stuffs and university, so nothing has been made yet. If he doesn't have time to continue on the project in the coming months, I'll need a new composer and I'd be glad to collab with you! (love the samples on your site!) Private message me your e-mail and I'll let you know if anything comes up!
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