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Zan the Bonebreaker

Zan the Bonebreaker

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Zan the Bonebreaker posts

Assets

Another update until I have something cooler to show. I'm making static props in TrenchBroom (the Quake level editor) and they look like a mess, but I actually really like the in-engine result.
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Map Sketch Preview

And the finished product (check previous post for a short video preview). Of course, zoomed out to avoid spoiling you guys :^)

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Sketching Another Map

Something I've been working these days :^)

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(Video) Baby Steps

Papy has been hard at work programing and I'm glad to finally show some of his progress - we now have player movement! Complete with mantling and swimming!

Expect more such updates in the fu...

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More Visual Progress

More experimenting with the visuals and map decoration, still got plenty of stuff to implement but we're getting there!

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Situation Update

I won't be posting very often for a while, not because of lack of work and progress with the project, but because we're currently trying to sort out boring-yet-difficult issues. We're having anothe...

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Meet the Main Characters

Here's the bulk of the named characters that will appear in game, currently attending the T posing dwarf convention.

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Treasurer Semet

Another vid of me modelling and texturing a character for Haggard, featuring Semet, the Treasurer. As I have mentioned in the previous post, I've released a few more sneak peeks at the main cast ch...

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Noble Uli + Discord Content

Another modelling + texturing video of Noble Uli, one of the main characters.
Also note that I have been posting some updates exclusively on Discord, so make sure to check the dev updates chann...

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The Guildmaster

Another main character. I'll probably make more recordings of me creating characters since I think the process is interesting to watch.

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Main Characters

With the story being mostly settled, I figured it would be a good time to flesh out some of the main characters. Here's Pegleg, or "Tavernkeep" as I named him in my notes until deciding upon his na...

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Putting Together a Story

I have nothing fancy to show you (because I'd have to give spoilers), but I figured I'd give you an update on what I've been working on nowadays:

Haggard's story writing has begun a long time...

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Menu Designs 2

Finally came up with a style I'm happy with. There's a lot more to this design phase that I'm willing to share now, but here's a sneak peek at one of the option menus :^)

If you have any fee...

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Menu Designs

Continuing the HUD/UI work with some menu designs. Here's a look at the stat screen at the end of each mission. And here's a video of me painting the background image:
2024-03-24 15:46:13 +0000 UTC View Post

Font Design

I vividly remember working on Hedon's menu font a few years ago. This has more or less been the same experience, except I had to put a lot more thought into the shapes.
I wanted it to look like...

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HUD Design - Journal

An essential tool. Aside from the objectives, the Journal will have tabs for map, notes and recipes.

If you guys have suggestions for a font to use in-game (must be compatible with non-Engli...

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HUD Design

The HUD is an essential part of the experience and it was about time we worked on it. You can probably notice the Arx style inventory and the Thief style light gem. :^)
Also note that this previ...

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Sword First Person Animations

I can safely see that I perceive all first person animations with different eyes now that I finished this, and I learned a lot in the process. Here's a preview!

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First Person Animations

A sneak peak at the animations I'm working on, and the horrors outside the camera frame that the player will never see :^)

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Hunting Crossbow Rigged

And here's the other crossbow! It took me a while to figure out how to properly rig it, but I did it eventually :^)

Now that the entire arsenal is modelled and rigged, I can finally go ahead...

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Arming Crossbow Rigged

First weapon I've ever rigged! Took me a while, especially figuring out the moving string part, but I'm pretty happy with the result. 

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Player's Arsenal - Sculptor's Hammer

I'm actually almost done modelling/texturing the entire arsenal, but until I'm ready to show you the full result, here's another process video! This one focuses on the texturing process of the weap...

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Player's Arsenal - The Battle Axe

A while ago I showed you a sketch design of the player's arsenal in Haggard. I also mentioned that from this year on, I want to be more diligent about documenting my work process. 

So he...

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Hedon 2.4.2 is out! Come see me play it!

Full release article HERE 

Full changelog is 2024-01-05 19:17:19 +0000 UTC View Post

2023 was a Year.

Not great, not terrible. I designed, wrote, modelled and animated (and most importantly - learned how to do so to an acceptable level). Most of the work done this year went into the bones of Haggar...

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Test Models and Hedon Patch

We should have enough models to test and implement Haggard's inventory system and object interaction for now! Here's a brief overview. Those who dropped by the stream in Discord also got to see me ...

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Chair Work

Currently working on a batch of furniture models :^)

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Breakable Objects - Designing a Visual Language

Here's a sneak peak of what I've been working on lately. With Haggard's design allowing for certain objects to be destroyed, I felt the need to rely on visual language (texture, color, association)...

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Call to Arms - Steam Awards 2023

Hedon can be nominated for Labor of Love this year, so if any of you want to give it your vote, you can do so here! - 2023-11-27 18:55:55 +0000 UTC View Post

Inventory Work

Here's another Haggard update, this time from Papy's work on the code end. He's been working hard on the inventory system, which does pose quite a few challenges and weird cases to sort out, but we...

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