So as I was finishing up the final sprites needed for the second level, I decided to record a bit and make a vid out of it. Here's my work on the standing front frame for a dwarf. I doubt they will end up as full characters, but I needed this frame so I could make the dead body doodad.
2017-08-26 18:41:24 +0000 UTC
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Bet you weren't expecting this in a fantasy themed shooter~
They even pan around a bit, which is pretty neat.
Nothing you can't do without the right magic crystal, eh?
2017-08-23 15:08:07 +0000 UTC
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Finished the Alchemist's Shop and Library today, phew. They came out neat, though, I'm almost finished with the lower plaza and garden areas.
2017-08-17 20:28:45 +0000 UTC
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Jackpot, eh?
2017-08-16 17:43:52 +0000 UTC
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Working hard on the second level, I'm slowly but surely reaching them goals. There's been quite a lot of detail and complicated terrain to do, but I'm definitely making some nice progress. I'd say I'm about 60-70% done with the geometry.
2017-08-16 17:41:56 +0000 UTC
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Here's a peek at what I've done the past week. New tons of graphics~ And I'm getting near to finishing all the stuff I need for this new level. I reckon I'm about half way done making it!
2017-08-09 13:06:41 +0000 UTC
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Been working pretty much my whole spare time on Hedon so far, and I have to tell you, the second level is coming off as freakin' huge. So huge I'm starting to have serious concerns for fps. I am actually planning on cutting out certain areas, and I'll most likely be forced to remove some lights and sprites so low end users can play at 60 fps+.
2017-07-30 07:38:05 +0000 UTC
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I started working on some pretty detailed/extensive secret areas, and also started adding easter egg-ish stuff for hardcore explorers.
Progress is going well overall, I reckon about 30% of the map is done. It's absolutely huge, and the amount of detail is pretty high, making me hope it won't cause any fps issues for older machines (since I can't properly check by myself now that I got a new PC).
It's kinda hard to give you guys updates without risking spoiling anyth...
2017-07-25 07:32:50 +0000 UTC
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There is is, the entrance to the mighty Valc, in it's full glory.
This is an area that normally can't be fully accessed, so enjoy~
2017-07-20 20:35:18 +0000 UTC
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The first cave of Valc's plaza is taking shape nicely.
2017-07-19 20:03:49 +0000 UTC
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Last days I've been working on the new map, as well as making an autoload launcher so you can play after just one click instead of having to do the drag and drop thingy. I even made a custom icon for the launcher :D
2017-07-15 15:12:16 +0000 UTC
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My last three days summed up in one folder.
Been working on graphics for the new level, be it textures, sprites or brightmaps.
I'm planning to always show new stuff in Hedon and make a varied array of graphics so the player won't ever get bored of seeing the same thing again and again. The new level pretty much needs individual graphics for every house/shop in it (if you remember the map I've shown you a while ago).
2017-07-11 16:50:52 +0000 UTC
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Here's what the first six hours of work look like for the second level~
2017-07-08 18:51:41 +0000 UTC
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Sooo yeah, after two days of trying to figure out how to do this right, get proper editing software and scrapping about three times for various dumb reasons I've finally produced a short update video on brightmaps.
Sadly, the quality is still not that great, and I'm pretty clueless why my editing software won't keep the raw vid's quality....
Enjoy, nonetheless~
2017-07-07 16:49:12 +0000 UTC
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After yet another technical delay, I present you a new feature I will be implementing to Hedon thanks to the latest advancements of the GZDoom engine - brightmaps!
As you may know, sprites are always affected by light evenly (as they are 2D graphics), but I can change that by making a new set of graphics with a light mapping on it that will be correlated to the sprite.
Let's take the Crawler for example, in the images above, you'll see the drawn bright maps which will ap...
2017-07-06 12:13:26 +0000 UTC
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Alright, exam hell is over and I can finally resume working 24/7 on Hedon. Been working on a cool feature these days (whenever I could pinch some time) and I've almost finished it (it involved re-hauling a bunch of graphics). And since I got a new PC as well, I'll see if I can do an update video about it, along with some other features I worked on this while.
Expect the update tomorrow.
2017-07-05 07:58:29 +0000 UTC
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Exams kicking in hard, been working on various stuff for Hedon like a nice loading screen, but nothing too big to be worth sharing here. Give me one more week, and I'll start working on a new map!
2017-06-26 09:53:00 +0000 UTC
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Finished the fire death animation frames for the Crawler. Coming off pretty nice.
2017-06-16 12:11:46 +0000 UTC
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2017-06-15 12:15:34 +0000 UTC
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Been fixing minor errors lately, I just realized that I haven't been seeing them all properly and now I've discovered a whole hive of misc. warnings and stuff I have to brush up. Will hopefully start working on that fire death animation. In about three weeks I should be able to resume working day and night on Hedon, so hang in there~
2017-06-14 18:51:48 +0000 UTC
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I'm not dead, I'm just working on custom death animations for the Fragfire Gun. Right now I'm making the ones for the Cultist and Conscripts for the main attack mode (shotgun blast). For secondary flamethrower, I'll have to make an animation compatible with most humanoids in order to avoid unnecessary file size bloating and effort.
2017-06-10 08:50:43 +0000 UTC
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I have two updates regarding my workflow in the upcoming month:
1) I've recently upgraded the engine (GZDoom 3.1.0), and this new version has turned some features (namely dynamic lights) unrecognizable the level design program I'm using (GZDoom Builder). What's worse is that GZDoom Builder's creator left development, so the people around the community have been making some updates to it, out of which none seem to work properly for me right now. So I have to wait it out, and as usual,...
2017-06-04 19:16:01 +0000 UTC
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I've been working on Hedon's compatibility as a mod, lately, and pretty much made everything replace stuff from regular Doom. Although Hedon will be a dedicated standalone game, I don't want to miss the opportunity to make it compatible with other maps so people can get a far more extended experience apart from the single player campaign.
So yeah, even if it's not a priority, Hedon will be designed with this compatibility in mind, as perhaps many players would have fun with the weap...
2017-06-02 19:09:05 +0000 UTC
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Throwback time!
Thought you guys might wanna see how the cover pic was conceived, from sketches through redlines to utter perfection.
I was pretty set on what I wanted for a cover pic, and Fragua Studio were just the perfect ones to do it.
The process involved settling upon a pose, and then me gradually giving redlines and other directions until the pic was pretty much done. I've also...
2017-06-01 15:42:06 +0000 UTC
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I'm proud to announce our first Warlock tier Patreon reward, for Saarani!
This is the custom sprite I've made for the Patreon 10$ raffle, and I will showcase it into a secret gallery in game (once I build it and figure out in what level to place it).
Thanks a lot for the support~
2017-05-30 10:06:07 +0000 UTC
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Good news, Hedon just got verified on ModDB, so you can now download builds from there any time you wish. 5$ Patrons still have the advantage to ask for newer builds directly, though.
http://www.moddb.com/mods/hedon/downloads
2017-05-28 18:40:10 +0000 UTC
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Hey, wanted to officially welcome the newest patrons to the wild ride. Thanks a lot for support.
I'll also use this opportunity to announce you I have changed the payment policy because I had someone do a dipsy doo pledge (a.k.a. pledge, access content and then leave until the month ends). I normally wouldn't mind sharing what I create, but the problem is that the paid content involves some high res graphics and other assets for the game which I don't want to risk having stolen.
So...
2017-05-22 12:20:46 +0000 UTC
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Here's a bunch of sprites I got for the Fragfire Gun (a.k.a. Infuser) so far. Lot of hard work, this is a complicated weapon and there are tons of bits and details to get right for the best experience, so I'll be tackling it for a while.
The gun itself is essentially a shotgun which can also switch to a flame thrower. I want to work a lot on the effects of the flamethrowers, like burn decals, leaving afterfire on the ground or burning animations for the monsters.
2017-05-21 12:51:58 +0000 UTC
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Hey, everyone, I have finished adding most of sounds needed for basic stuff and the upcoming demo build. I still have few adjustments to make, and as you can see, Audacity is the main tool I use for this. For the sounds that I can't patch together and edit myself, I use resources from Blood, which has some really neat and useful sounds, especially for creating an ambient.
For the sounds I do myself, I usually grab various royalty free stuff and edit it in Audacity until I get a good result. I'...
2017-05-13 13:21:08 +0000 UTC
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In case you're wondering why I'm posting less, it's because I have started the process of implementing sounds in the game, and can't really keep a step by step update of it here. However, once I'm done with the sounds needed for the demo build, I will only have few sprites to draw (biggest objective being drawing Zan's animations) and I can start the testing session for the first level. I also have a cool experiment in mind regarding this~
I'm not sure how much this will take, but t...
2017-05-08 12:37:42 +0000 UTC
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