September 30, 2019
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ManicArts
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)
RichSG
Very interesting. Look forward to seeing where this progresses, the tactical approach to combat is really intriguing!
ManicArtsYou’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!
ManicArtsJust 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!
PREVIOUS UPDATES
UPDATE #1 : Main Page
NEXT UPDATES
UPDATE #3 : New Environment (Sketching)
UPDATE #4 : New Environment (Coloring)
tansutumer
Are you looking for a music composer by any chance?? I would love to collaborate with you on this!
ManicArtsIt’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!
PREVIOUS UPDATES
UPDATE #1 : Main Page
UPDATE #2 : 2 New Enemies!
NEXT UPDATES
UPDATE #4 : New Environment (Coloring)
ManicArtsJust 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!
PREVIOUS UPDATES
UPDATE #1 : Main Page
UPDATE #2 : 2 New Enemies!
UPDATE #3 : New Environment (Sketching)
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