XaiJu
Zan the Bonebreaker

Zan the Bonebreaker

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Zan the Bonebreaker posts

Chores chores chores...

I've taken a break from the new map to take care of a whole lot of issues that have stacked up on the way. Been fixing some hitboxes (crates should be less derpy now), texts (and paragraphing), adjusting monsters and balance, brushing up some weapons (for example the melee attack with the axe now has a cleave effect, allowing you to sweep more than one monster if you're close enough to them).

Anyway, a lot of stuff that implied having to change a lot of items from every map so far. 

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Dead Coins

The Grove portal fight soundtrack is on Youtube! Courtesy to Breathelast.

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Catching up with chores

I've been going through the previous levels these last days, brushing up stuff here and there. One thing I did was redo most of the texts so that each line sorta forms a neater block now. Yes, it's not perfect, but it's the best I could do to emulate a form of paragraphing, so reading texts should be a bit easier from now on.

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New Map. New Beginning.

So 0.5.a. is out (go check it out if you haven't already http://www.moddb.com/mods/hedon/downloads/hedon-05a-final-open-alpha) and I'm already getting started on working on the 6th map of Hedon - Erratic Signal. This is going to be a bit of a different experience, and you'll see why as I go through it's design.

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0.5.a. is Out!

Been a crazy ride. Love ya so much for the support. Now go check it out!


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Kiyu69's Reward!

Here's a nice harpy to oggle at. 

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Karitan Aegis' Reward

Here it is, one hardcore ass chicken.

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Final touches for Map05...

Sorry for being silent these days, I've been working on a ton of scripts and stuff for the last area of the Grove level. Wew, this is crazy, the map probably took me more than any other to make so far. I'm pretty satisfied with how its' coming out, but I still need to put in a lot of final testing myself before I pass it over to you guys :D


Aaaand, you can also see here that new story element I was talking about. Some icky dark corruption, which will add a whole new dimension (and t...

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Final part of Map05 in the works

Getting closer and closer. Sadly, this is a very busy week so I will be slow as hell with progress, but we can talk about a new release in the upcoming weeks.


The problem is that due to the nature of this map, testing might take a lot. I have to make sure it's at least half balanced before I further it to alpha player testing.


So anyway, this is an open kind of area, and in opposition with many other places in this map, the focus is on gameplay rather than visuals. ...

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Another Great Stump floor done

I've spent more time than I'd like to admit on this. I swear if I have to extrude more logs, I'll throw up ._.


BUT, it came out pretty damn awesome. I think this map is by far the most detailed, perhaps TOO detailed. Kinda annoying that after you finish all this complicated geometry, you realise doom monsters were not made for it, so you have to spend a heap more hours blocking them from running into tall edges and other crap that makes them feel glitched.


Anyway, t...

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The Craftsman + New Month Update

New month is up, and we're already set up some money for our goal! Thanks a lot, I surely didn't expect to have a bunch of followers helping out in such an early stage of development.


I will make the reward draw on the 5th as usual, and I have to mention that the last month's winner hasn't claimed his reward, so it will be given to the second in the list, which is Kiyu69.


See ya later with some more updates of the current level in the works.

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Earth Mother Tree Design

Here's a top down look onto the first floor. Spent more than I'd like to admit on making these logs pop out on the floor (and ceiling) xd


I'm going to make more floors, aiming for 3 more on top of this with different "facilities" inside.

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Miniature

Here's a peek at the Reavers' strategy room. Had fun with a little miniature battlefield.


Another big chunk of the map I'm working on has been finished, and I'm one step closer to a new alpha release.... assuming testing this beast won't take me a year given the level design choices I've made xd

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Testing & Stuff

Wew, this map turns out to be the most challenging I've done so far. Because of how I've designed it to be more open and allow for multiple approach paths, it turns out it's quite a bitch to balance the combat encounters so they work well in any path combination the player takes. I'm going to need a ton of testing to get something decent out of this that's for sure.


I've also had to spend a lot of time FPS testing each area, and removing a bunch of the sprites and textures I've used...

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Great Stump

Here's something you don't see in every Doom mod. Pretty damn tricky to make, but I'd say it looks well enough. This is the end core of the level, it's going to have multiple floors on the inside where you get the more important stuff. I'm not yet sure what yet, but I'll see. :^)

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Elm's 10$ Reward

It's finally here. I've decided to up the resolution limit of the reward sprites to 320x320 to allow stuff like character faces to be more understandable and such. I'll also be a bit more open to drawing sexier characters, but keep it within a reasonable limit xd


Hope you enjoy, I figured I'd put this in a background for fun

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Map05 Progress

I'm currently working on the core of the level, which will be a sprawling forest similar to the one in the first map. This is going to be a heavily visited area, as it connects various points of interest you'll need to get to in order to progress. The forest will also be chock full of enemies, so navigating through will be quite messy.

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Cottage

First time I've actually made a roofed house in Doom. Everything else has been built into cave rock, but guess there's not that much around with all those trees. :^)


So yeah, a lot of 3D sectors (i.e. floors that are in between base floor and ceiling of a sector/room, which were not initially possible to make in Doom) around the door, furnace and the actual ceiling of the house. Hopefully they won't drag performance down too hard for older machines.

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Underwater Menace

A cultist meeting, how cute.

Wouldn't it be a shame if someone broke that cracked glass and flooded the whole room all of a sudden?

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More Progress

This took more time than I'd like to admit it did. But nonetheless, it came out awesome enough for me to not spoil it with a in-game screenshot yet. All I can say is that it's underwater.

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Map 05 Progress

I almost forgot how long it took to make a decent natural landscape. Here's one of the starting parts of the Grove, I'll give you some sneak peek screenshots once everything is in place.

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Quick Goal Update

Hey, guys, since I see that more and more people are taking interest in Hedon, I've decided to set some goals and put your money to some use. You can read about what's up in the goal description itself.


I'll start working on the month's rewards as soon as I get replies from you, (i.e. Alexander Howard for the 5$ and Elm for the 10$ reward)


Have a good one!

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Here we go again

Looks familiar, right? I really wanted to get the whole interlaced feel of the level design to a scale that crosses over levels, and have some bits of places that you revisit later in the game, even though in a different instance.


So you're back in the park here, where you get to fix the gate up, but there's a small change that should add up to the story a bit (no spoilers).


Anyway, this is a bit tricky to do, as from now on, every time I change something in the par...

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2 days to go...

Monday I'll make the draw for the monthly reward, and Tuesday I'll give an update regarding my first move and thoughts regarding the new level. Hang in there~

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Another Update

Finishing up with the misc stuff I've been adjusting based on recent feedback. Good extra news is that I've managed to clear up some time, so next Tuesday, I should be able to start working on the new map, as well as make the draw for 5$ reward and take the request for the 10$ one.

Have a good one!

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It's on!

Just bought the license to use one of Alexander's Brandon (BTW he's a super nice guy too) soundtracks. Yep. Hedon just got a lot more epic, people.


I've linked it before, you can listen to it here https://alexanderbrandon.bandcamp.com/track/the-craftsman


It will feature along the new level I'll be working on, so you'll get to hear it sooner or later~


En...

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Possible Brandon Tracks in Hedon

Few days ago I decided to contact Alexander Brandon (the legend who composed the soundtracks for games like Deus Ex, Unreal or Jazz Jack Rabbit). 

It was more of a "what if..." impulse, and much to my expectations, his rates are way out of reach for the time being.

HOWEVER, he did offer me the chance to have some of his other tracks licensed to Hedon for a more affordable price, and I was actually very interested about this.

I'm pondering over the options right now, but there...

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Armored Zan

The final reward for the winter special - for Robopatron!
Since I already had Zan at higher res, this edit is also a bit larger than the regular reward sprites, so yeah.


Fearsome orc :^)

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Minor feedback brush ups and updates

I've been getting more tester feedback lately so I went back to the older maps and added some extra bits. For example, someone suggested that I should reveal more info about the mining outpost, as well as have more small quakes trigger now and then to better illustrate what the texts are talking about.

This kind of player feedback is always useful so if you guys have anything to say, it's always welcome!

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Iron Maiden Shield Wall

I've been working on a tweaked version of the Iron Maiden that stands her ground and defends (unless you damage her enough to make her come at you). Planning to use them in shield wall formations in some areas, this should be fun. There are a bunch of limitations to this, but it works good enough with what I have in mind.


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