Hedon's Main Menu Theme
Although the cover pic is not officially done, I have an awesome thing to share. No need to say more , this should speak for itself.
Although the cover pic is not officially done, I have an awesome thing to share. No need to say more , this should speak for itself.
Managed to line up a bunch of Conscripts and rip through with a hefty axe throw (the one on the right moved from the initial impact). As you can see, I'm working on blood and gibs, and will very soon ...
2017-04-29 18:49:39 +0000 UTC View Post
After a final hard push I've finished the sprite sheet for the Conscript! I only have to draw the giblets and blood sprites, and this monster will be almost complete (still have to implement sounds).<...
2017-04-27 19:02:08 +0000 UTC View Post
Hey everyone, since I started working on the sprites for the Conscript monster, I figured out I'd share with you some behind the scene peek, and explain a bit how I draw the whole thing.
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Good news, everyone!
After months or learning and putting that info to good use, the first level of the first episode is finally complete! That means we're getting close to having a demo release. I ...
2017-04-12 16:26:39 +0000 UTC View Post
So, as I have mentioned earlier, I was making use of voxels (pixel models a.k.a. the stuff Minecraft is made of) to create some in depth decorations such as coats of arms, paintings, furs and so on.
Great news, guys, the first official track of Hedon is up on youtube! Go check it out!
I think Ahkzul did an outstanding job with it, fits the level's theme real well.
2017-03-31 20:10:09 +0000 UTC View Post
Hey all, thanks for all the support so far! I'm starting to build up an art budget for the game with your money, so expect to see related commissions in the future!
We've got a long way a...
2017-03-28 14:31:55 +0000 UTC View Post
Part of a new area I've finished. I still enjoy how this place came out. I'm also hoping to get the first soundtracks for the level from Ahkzul soon and pop them on Youtube. Stay tuned~
2017-03-18 16:17:15 +0000 UTC View Post
Yep. This is it. The final room of the first part of the starting level.
Took me about 3 hours to make and remake (along with some scripts), but it's yet another step forward.
Now with extra sauce.
Another axe throw execution (you can see the axe's hilt right above the Crawler's top). I'm also realising that screenshots might not be the best way to show off ev...
2017-03-05 17:27:00 +0000 UTC View Post
In case you've been wondering what I've been up to in the past days.
On the background, you can see the default blood splat images of ZDoom, and on top, the blood that I've drawn (used a lot of refe...
2017-03-02 09:45:40 +0000 UTC View Post
Currently testing individual giblets blown off from the monster upon overkilling. This should be fun.
2017-02-22 18:17:09 +0000 UTC View Post
You can also hurl your axe, best done to finish off a wounded enemy from afar (or kill quickly weaker enemies in one heroic throw).
Giving my first monster a whack. (I haven't gotten to changing the crappy particle blood given by the engine, nor the sprite blood from Freedoom).
The axe is blurred because I gave ...
2017-02-21 17:25:14 +0000 UTC View Post
I've updated the Spike Gun's model to show from a side perspective (and also tripled the size/increased its' resolution). Also worked on its' projectile, fire, reload and ready up animations. Pr...
2017-02-18 20:39:39 +0000 UTC View Post
Here's a sneak peek at my (very crude) testing room.
And yep, that's an actual monster. The Cave Crawler. They are worm-like creatures found in the rocky areas of Heon's underground. They tunnel thr...
2017-02-17 12:56:42 +0000 UTC View Post
There will also be plenty of potions and other magical artifacts that will grant buffs. Here, for instance, is the Stoneskin Potion. I actually had a sprite designed for it for a whi...
2017-02-17 12:12:35 +0000 UTC View Post
Apart from the items required to progress throughout the levels, Zan will also carry various usable items, such as the Dark Vision Goggles. With the help of DoomKrakken over at the Z...
2017-02-17 12:09:19 +0000 UTC View Post
I’ve also added Hudmessage scripts. Will aim to use them to give a faint story telling mood to go along with the killing.
2017-02-17 12:05:19 +0000 UTC View Post
Can't call your game oldschool until your option menu looks like this. #thankszdoom
2017-02-17 12:01:45 +0000 UTC View Post
Lately, I have been working more on the skeleton of my game. As you can see, I have made a proper font for it, and started fiddling around with the menu. Boy, making fonts is no easy...
2017-02-17 11:59:23 +0000 UTC View Post
I’ve learned how to make swinging doors and 3D floor based elevators. It's quite a work around as Doom didn't have any, but the recent source ports allow all sorts of cool stuff to be implemented.
Yep. Something you didn't see in the original Doom games. :^)
2017-02-17 11:51:01 +0000 UTC View Post
Here's what Hedon's level designing looks like.
I’m glad GZDoom Builder enables users to make sloped meshes (and preview them within the editor), the effort does pay off visually.
2017-02-17 11:48:46 +0000 UTC View Post
Various items like food and drinks will be able to boost Zan's hitpoints above 100. They act similar to the Doom health bonuses.
2017-02-17 11:38:56 +0000 UTC View Post