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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 3946 times)
ManicArts
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« on: June 23, 2019, 08:59:43 PM »



Hey! I'm a solo developer working on a medieval action game (HEUSS!)
inspired by One Finger Death Punch.






I started development about 7 months ago on youtube where I show
the whole process of creation in detailed devlogs.

I try to make them as entertaining and educationnal as possible!

I go pretty in depth in all aspects of video game development like
game design, code implementation, 3D modelling, animations, etc...






My goal with this youtube channel is to record the evolution of my project
until it gets released early next year.

So, if that sounds like something that would interest you, come get a look!


Here's my latest devlog:





Any feedback is greatly appreciated!

PS: I'll be updating this thread everytime I release a new devlog, so keep on the lookout!


UPDATE #2 : 2 New Enemies!
UPDATE #3 : New Environment (Sketching)
UPDATE #4 : New Environment (Coloring)
UPDATE #5 : New Environment (Shading)
UPDATE #6 : New Environment (Finalizing)
UPDATE #7 : Parallax Effect
UPDATE #8 : Infinite Environment
UPDATE #9 : Depth of Field
UPDATE #10 : Outline Effect
UPDATE #11 : New Combat UI (Design)
UPDATE #12 : New Combat UI (Overhaul)
UPDATE #13 : New Combat UI (Implementation)
UPDATE #14 : What's next for 2020?
UPDATE #15 : Arrow Deflect
UPDATE #16 : Character Ragdoll
UPDATE #17 : Death Animations
UPDATE #18 : Weapon Physics
UPDATE #19 : Dismemberment

« Last Edit: April 06, 2020, 01:27:59 PM by ManicArts » Logged
RichSG
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« Reply #1 on: June 30, 2019, 02:39:31 AM »

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 »

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 »

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!  Wink
« Last Edit: July 16, 2019, 01:50:45 PM by ManicArts » Logged
ManicArts
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« Reply #4 on: July 16, 2019, 12:10:48 PM »

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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ManicArts
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« Reply #5 on: July 24, 2019, 01:43:54 PM »


Just released my seventh devlog!





In this episode, I continue my enemy making journey by creating
2 additional foes, the SHADE and the RANGER.






Here's the SHADE in action - it's the little grey dude that can't sit still!





Here's the RANGER in action - the pesky bastard that uses a coward's weapon!





EVERYONE together - the family picture!


Any feedback is greatly appreciated!

Stay on the lookout for more devlogs in the coming weeks!


« Last Edit: October 29, 2019, 01:37:33 AM by ManicArts » Logged
MrCobble112
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« Reply #6 on: July 25, 2019, 05:31:40 AM »

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. Smiley
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ManicArts
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« Reply #7 on: July 25, 2019, 12:05:22 PM »

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. Smiley

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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« Reply #8 on: July 27, 2019, 02:38:30 PM »

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 »

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 Wink
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« Reply #10 on: July 31, 2019, 01:14:38 AM »

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...  Hand Thumbs Up Left
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ManicArts
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« Reply #11 on: August 01, 2019, 03:16:23 PM »

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...  Hand Thumbs Up Left
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!
« Last Edit: August 01, 2019, 07:33:25 PM by ManicArts » Logged
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« Reply #12 on: August 15, 2019, 08:31:04 AM »

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 »

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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ManicArts
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« Reply #14 on: September 23, 2019, 04:10:14 AM »


It's been a while, but I just released my eighth devlog!

From now on, i'll be uploading a new devlog every week on mondays - so expect more content in the future!





In this episode, I sketch the foundation of my new 2D environment.





Any feedback is greatly appreciated!

Stay on the lookout for more devlogs in the future!


« Last Edit: October 29, 2019, 01:36:46 AM by ManicArts » Logged
ManicArts
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« Reply #15 on: September 30, 2019, 07:47:34 AM »


Just released my ninth devlog!





In this episode, I add colors to my new 2D environment.





Any feedback is greatly appreciated!

Stay on the lookout for more devlogs in the future!


« Last Edit: October 29, 2019, 01:36:15 AM by ManicArts » Logged
ManicArts
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« Reply #16 on: October 07, 2019, 09:54:12 AM »


Just released my tenth devlog!





In this episode, I shade my new 2D environment.





Any feedback is greatly appreciated!

Stay on the lookout for more devlogs in the future!


« Last Edit: October 29, 2019, 01:35:53 AM by ManicArts » Logged
ManicArts
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« Reply #17 on: October 14, 2019, 09:43:50 AM »


Just released my eleventh devlog!





In this episode, I finalize my new 2D environment.





Any feedback is greatly appreciated!

Stay on the lookout for more devlogs in the future!


« Last Edit: October 29, 2019, 01:35:20 AM by ManicArts » Logged
ManicArts
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« Reply #18 on: October 29, 2019, 01:51:48 AM »


Just released my twelfth devlog!





In this episode, I Implement my 2D environment into the game.





Here's some PARALLAX scrolling!





Here's the PARALLAX in action!


Any feedback is greatly appreciated!

Stay on the lookout for more devlogs in the future!


« Last Edit: October 29, 2019, 02:03:30 AM by ManicArts » Logged
ManicArts
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« Reply #19 on: November 04, 2019, 07:23:15 PM »


Just released my thirteenth devlog!





In this episode, I transform my scenery into an infinite environment.





Here's a look at the self-repeating system!


Any feedback is greatly appreciated!

Stay on the lookout for more devlogs in the future!


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