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Messages - Manic Arts

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1

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!



2

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!



3

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!



4
It's a good video - the little "oh" noise they make when they hit something is hilarious :)

I should also say that the word choice of 'spazzed' at 5:17 sat quite uneasily with me though, it has some pretty grim connotations of being used unpleasantly about folk with disabilities.
Thanks my dude! About my word choice, don't think too much about it and you'll be fine ;)

5
ouch!

Love the GIF :)
Handy video as well, I think that will come in handy some time
Hehe I'm eager to see your own torture dungeon ;)

6

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!



7
This was neat :) Though adding a "cut the arrow in half" third option might be fun and feel cool (have that for slash, the spin for thrust, and down for overhead, say).

The only bit that felt odd to me was arrows dodged by the player both doing a spin-off animation when hitting each other head on. That felt weird enough that it was slightly immersion breaking.
That's a good idea! I might also add a random between the ground animation and spinning animation when 2 arrows collide! Thanks for the feedback ;)

8

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!



9

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!



10
Hoping this is a January break not a hiatus, I was enjoying these devlogs...
Just a little break - now we're back in business ;)

11

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!



12

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!



13
Nicely done :)

It interests me how much skull imagery is a near-universal in medieval themed combat games, whereas a more heraldic style rarely if ever gets a look in. Of course skulls were used in medieval art plenty (though often actually in rather jollier roles than they're portrayed in games, such as danse macabre imagery), but it definitely feels like they've become a staple expectation in modern medieval aesthetics to an extent where I feel there must be a bunch of other factors playing in.
I know what you mean. In my game, the themes of warrior, violence and death are more prominent, that's why I put  more emphasis on skulls even though it's medieval themed. I feel like the traditional heraldic style is more suited for something that is less over the top violent and more grounded in its fantasy, like what you can find in kingdom come: delivrance. I think the reason skulls seem to have become a staple in modern medieval aesthetics is that they're often associated with fantasy... and the medieval setting is often used as a canvas to build new fantasy worlds.

14

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!



15
Looking very neat :) Though now the background's so good, the characters and under-character bar look almost out of place!
Thanks! Yeah I know what you mean... they won't be safe for much longer ;)

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