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HEUSS - 2D medieval action game about fast and brutal combat

A topic by Manic Arts created Jul 28, 2019 Views: 1,291 Replies: 19
Viewing posts 1 to 18
(44 edits) (+1)

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!

(9 edits)

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!

(+1)

Impressive art, I just found your game and it looks really cool! Did you have any big inspirations? (One Finger Death Punch comes to mind for me)

(+1)

Thanks ! - and yes, as it comes to gameplay mechanics, one of my big inspirations is one finger death punch! I loved the flow of this game so much that I wanted to iterate on their formula. My end goal is to keep the flow of ofdp's gameplay, but to have  more meaningfull and varied ennemies,  a deeper combat system (but still as approachable as ofdp) and a more focused artstyle/theme!

(1 edit)

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!

(2 edits)

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!

(1 edit)

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!

(5 edits)

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!

(2 edits)

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!

(2 edits)

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!

(3 edits)

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!

(3 edits)

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!

(1 edit)

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!

(2 edits)

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!

(1 edit)

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!

(2 edits)

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!

(3 edits)

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!

(1 edit)

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!

(2 edits)

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!

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!