Sunday 20 November 2016

Small Update, preparing for a big one!


I am currently working on a big content update but I didnt want to leave the game without updating for so long so I made a small update which contains some improvements and bug fixes as well as a bit of the new features of the big update.
Here are some screens:

Water is more transparent and there is also underwater terrain.


The item stats window shows the information of the different procedurally generated items.


Boss fights now occur in elevated planes.

There is not much to show but as always feel free to leave your opinion & feedback!

Thursday 27 October 2016

Procedural Items + New mobs!


Lately I've been working on adding more content to the game to make it a lot more interesting than just a pig killing simulator. I've added some new mobs as well as a procedurally generated weapon system. Here are some results for you to check out.

Here is my work so far, I think it looks pretty decent.

A bee model I've working on.

A very cute gif of a new Mob

There are also some new mobs that are surprises and arent featured here. Feel free to leave any comments or suggestions and they are greatly appreciated.

Thursday 13 October 2016

The Performance Update

It's been almost 2 weeks from the last update. But It has been worth it, I've working in improving the performance of the game, fixing memory leaks, patching bugs & crashes. I've also added a new mob and I worked on some new models.

A new mob I added into the game


I've vastly improved the performance of the game allowing greater render distances

Feel free to leave any comments or opinions, feedback is highly encorauged and appreciated

Wednesday 28 September 2016

New Intro Images + Important Bug Fixes


This week I've trying to get the game more stable by fixing important bugs and adding some missing features like the saving of the settings, option to invert the mouse and mouse sensibility. Anyway I had some screenshots to show which are some intro images that I added to the menu.








Well, as always tell me what you think and your feedback is welcome

Sunday 25 September 2016

New Structure + Saving Entities!


It was about time for a new update and this one is quite simple because I've been a bit distracted lately but it still includes some interesting content. For this update I've created some new structures called "shrines" these shrines give out buffs or rewards and sometimes negative effects I really think they are a cool addition to the game.




This shrine spawned an item.



I've fixed some terrain generation bugs regarding the soil color.

What do you think? I've also added more serialization to the game including the ability to save entities. The map size is now much bigger and I fixed some important bugs. Leave any suggestions and opinions below!

Tuesday 13 September 2016

New Snowman Boss!


For the snow biome I've been working on adding a special boss like in the magma biome. In fact I have several ideas for bosses for the snow biome but first I wanted to make a snowman, a cute one. I dont really know if I accomplished my goal but I like it a lot.





A render of the model in Blender




The snowman walking animation



The snowman attacking animation.



As you can see the animations are really simple, so tell me, what do you think about all this. Please leave suggestion & opinions you have. Every kind of feedback is appreciated


Sunday 11 September 2016

New Snow Biome!


Recently I've been having a ton of ideas I would like to implement that would make the game more interesting and replayable. It's all about adding more content so I made a new biome, a snow biome. Like the magma biome It will have special bosses and look different. Here are some screenshots.

In the snow biome it's always snowing.



So tell me what you think, Suggestions & feedback are welcome!

Tuesday 6 September 2016

New Spider Boss!


This is a fairly quick update because I like it very much and I wanted to show it. In this few days I've been working on adding a new boss as well as refactoring some of the Quest code to include other type of objectives. I would love to hear your opinion, anyway this were the results:

This image is from Blender, the software I use to create my models.


The boss walking animation



The boss can poison you.

Please feel free to comment and I would like to hear your opinions/suggestions

Saturday 3 September 2016

Minor Tweaks + New Boss + Item drops


This week I've been tweaking some stuff to try and polish a bit more the game as well as adding some new features! Like a random customization of the character or mobs now drop items and other minor tweaks like this.



Fireballs now leave a particle trail.

I've also implemented the magma golem I made in Blender a while back. It is now a boss that only spawns in the Magmalands. It has a special ability, so go on and try it out!


I've also changed the sky colors on the magma biome so it fits more



I would really like to hear what you think about this changes and some suggestions from you! Have a nice weekend!

Saturday 27 August 2016

More Biomes! + New Launcher!


Here is another biome but this one is a work in progress, I could use a lot of your feedback to improve it. I currently call it Magmalands but it's just a placeholder until I get a better name, What do you think? Suggest me some names! This new biome will include a new magma boss with special fire abilities and drops. Currently the different biomes have a chance to spawn instead of the normal pines biome

Screenshots:




I've also made some new changes to the Cypress trees as suggested in reddit.



They still need some work though, because they look like generic lollipop trees as someone said.





Another image from the deadlands biome.


This update also includes a new and more polished launcher which displays the latest updates!

A comparison between the two launchers.

So what do you think? this update was kind of lengthy and has some interesting stuff on it. I would love to hear your opinion in the comments below.

Sunday 21 August 2016

Cypress Trees!


I've been wanting to add some more biomes to Project Hedra so here is my attempt at it.
The cypress biome was previously added but I removed due to some graphical bugs but I think it's time to bring it back! Anyway I could use a lot from your feedback

Here are some screenshots






The placement of the trees is in fact really simple for every checked there are 2 rules that need to be met.
  • There must not be a tree 20 units apart
  • There is in 33% chance this rule is randomly met.
  Remember to leave any suggestion or idea you have!

Saturday 20 August 2016

Project Hedra v0.39


Project Hedra 0.391 includes an improvement for the Bosses AI which gives them an special ability (more will be added in the future). Here it is an example.

A spin ability for the giant turtle boss.

There were also some UI changes like this one
I fixed important crashes and bugs so everytime the game is a bit more stable.

I’ve also been doing some prototyping to change the location of the game to some procedurally generated underground dungeons instead of the overworld forests. Please let me know what you think about this.


Friday 12 August 2016

Skill Tree + Customizable ability bar v0.385


Right now I am focusing on repairing bugs and adding more gameplay features for the player, here are some results. The main feature of this update is a new skill tree, which gives a sense of achievement to players. I think it looks very good, what do you think? As you can see in the picture I also added several new skills.

You can also customize the ability bar with the abilities you want.


A GIF in action of the skill tree and the customization of the ability bar.

 Some of the new icons for the new abilities, What do you think?


A controls screen for new player to know how to play.

All of these updates are already uploaded so download the client, update the game and play them! I would really appreciate feedback from you! :)

Friday 5 August 2016

Free early alpha of Project Hedra!



Okay, So I think it was time to make a playable version of the game. During the alpha stage It's gonna be free so I can collect feedback and fix most of the bugs. Probably people who obtained the game during the alpha are gonna get it free forever so feel free to take a copy with you and tell me what you think.


The game is in fact incomplete and has a lot of features missing, keep in mind this is a very early alpha. You are downloading a launcher, which keeps the game up-to-date. I've also made an IndieDB and GameJolt page


I've hosted the project on Itch.io

You need .Net Framework 4.0 and OpenGL 3.3 or higher to play this game.

Controls:
WASD To Move.
1234 M1 M2: To use abilities.
I To open the Inventory.
Middle Mouse Click to roll.
Space Bar to jump.
G to glide while in the air. (First jump then press G)

Saturday 23 July 2016

More Abilities, New Models and More!


I didn't feel like making a blog post, but this week I've been working on so much different stuff I couldn't resist. I've made some new gameplay additions, which it makes it much more enjoyable and with lots of more mobility. I have made several new models, I've also been working on networking and a launcher for a free alpha.


I've also tweaking some more the procedural generation, I am really happy with the results and with the palette generated.

 The dash is a targeted ability that can only be activated when an Enemy is in range. It performs a dash to the entity damaging everything in between. It can be used with the roll to do a Hit & Retreat

 The new dash ability can knock out enemies for a period of time
 making it easier to create combos.

 A new weapon I added this week

 The new pig model I've made.

The comparison between the old and new models.


A new turtle model I've created.

As always feel free to comment and leave me your opinion on this new stuff, I would love to hear some suggestions and feedback