Hellish Quart pre-alpha v. 2022.03.29 (physics tweaks)
TWEAK: - Further tweaks of the blade collision system - Marie: general tweaks, 2 new combos - Isabella: a bit slower - active ragdoll polish pass
Steam Simfest - Livestream
In this stream, we talk about the mechanics of sword fighting in Hellish Quart and how they relate to real-world Historical European Martial Arts. For everyone who didn't yet have the chance to play Hellish Quart, we'll explain how the game works and talk about the nearest plans.
Alexander Dynis work in progress - first tests
[previewyoutube="mBHko0UU-bU;full"]
Programming the footwork of this character is quite a challenge for a combat gameplay animator. I also just implemented first, basic, in-place attacks and a set of guards, so I can now actually test this guy in combat.
Next - we'll be recording some proper direction-based attacks and special moves, instructed by Da'Mon Stith, an expert on Historical African Martial Arts (HAMA).
Update v. 2022.03.24.0 (Char Select Menu)
NEW: - New character select menu (This change had to be made because the previous character selection concept was not optimized for more than 10 originally planned fighters; the new version, in near future, will allow customization in character select menu; the graphics are temporary) - Menu navigation audio (content is not the final version, wip)
TWEAK: - Further tweaks of the blade collision system - Weapon inertia tweaks (all characters) - Kalkstein: can now deal damage through the weak part of the opponent's blade - Kalkstein: sword tip range tweaks - Marie: sword tip range tweaks
Hellish Quart pre-alpha v. 2022.03.9.1
TWEAK: - Zera, Isabella: swords penetrate the body on thrust hit
FIX: - Fixed regression: bug where some characters wouldn't deal damage on thrust attack
Hellish Quart pre-alpha v. 2022.03.09.0
TWEAK: - Further tweaks of the blade collision system - Tweaks in linking attacks for all characters - Limited maximum blade angular velocity to limit occurrences of "impossible" physics situations, and blades getting stuck as a result - Kalkstein: Less sword inertia
FIX: - Jacek: Fixed a bug with linking Fwd attacks - Fixed some characters triggering Victory animation multiple times
Hellish Quart pre-alpha v. 2022.03.08.0
Hellish Quart pre-alpha v. 2022.03.08.0
NEW: - Isabella: New special moves
TWEAK: - Further tweaks of the blade collision system - Isabella: new attacks are a bit faster - Isabella: attacks animations near-far blending tweaks - Isabella: a bit more narrow blade collision detector - Isabella, Zera: minor left hand IK tweaks - Isabella: deals a bit more damage - Isabella: minor fixes in Close Attacks animtree blends - Kalkstein: deals a bit less damage - Kalkstein: a bit slower low attacks - Jacek: deals a bit more damage - Barabasz: deals a bit more damage
FIX: - Fixed regression: gamepad vibration now works on idle blade touch/bind - Level select: School Gym button now plays the correct level preview
Hellish Quart pre-alpha v. 2022.03.05.0
TWEAK: - Snow Hut arena: postprocessing tweaks - Marie: small thrust hit animations tweaks
FIX: - Fixed regression: Grab animation mechanics - Fixed regression: Sometimes characters would turn off root motion after a defended Grab - Blade Push (RT button) has priority over Close Attacks (punches, kicks, etc.) if they hit simultaneously - Grabs have priority over Blade Push and Close Attacks if they hit simultaneously - Grab and Blade Push have active frames now, instead of a single distance and angle check at the moment of pressing the button - Isabella: Combo "Fwd, 1, 2" has now near-far blending - Laszlo: Fixed wrong guard response on the second attack of "Fwd, 3, 4" combo - Fixed a bug where "Down, Back, 2" attacks worked as "Down, hold Back, 2" attacks. They now work normally.
NEW: - Procedural Feet Stabilization - due to large amount of polish needed, this will, for now, remain optional; off by default, you can turn it on in Gameplay Options
Hellish Quart pre-alpha v. 2022.03.04.0
FIX: - Procedural feet stabilization tweaks
Hellish Quart pre-alpha v. 2022.03.03.0
NEW: - Added procedural feet stabilization to minimize sliding
TWEAK: - Further tweaks of collision and physics simulation system - Further tweaks on weapon inertia - Swords audio tweaks
FIX: - In case of a double hit, a victory animation can now be interrupted by a hit animation, and not only by death animation. If the character survives, the "wounded victory" animation will play - Fixed bug when sometimes characters wouldn't play victory animation if they get hit after the victory starts - Fixed bug when characters would sometimes not turn on root motion back on after being grabbed - Gedeon: fixed bug where followup attacks in a combo string often did not detect impacts