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Hellish Quart News

Update - Customizations and Free Pause Camera

Character Customization is now possible on Character Selection.

[previewyoutube][/previewyoutube]

A neat little feature was added: you can now free the camera when the game is paused and view the freeze-frame at any angle (and yes, I'm looking into being able to rewind the fight too :))

[previewyoutube][/previewyoutube]

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Hellish Quart pre-alpha v. 2022.05.06

FIX:
- Fixed regression when character could still move a bit while Paused
- Fixed regression with Hit registering was delayed by 1 frame
- Fixed bug where old damage matrix window could still be turned on in Character Selection Menu
- Dodge audio effects now react to Audio Effects volume slider
- Fixed Marie's conflicting IK when thrusting through opponent's body
- Fixed Kalksten conflicting IK when thrusting through opponent's body
- Fixed Isabella conflicting IK when thrusting through opponent's body
- Fixed Zera conflicting IK when thrusting through opponent's body
- Fixed Laszlo's special moves bug where whiffs did not take additional Stamina
- Fixed Marie's rapier not dealing damage with the top 10cm of the blade when cutting
- Fixed Kalkstein and Laszlo tip damage effector being too small
- Fixed Isabella's sword mass influencing her active ragdoll too much
- Fixed wrong Barabasz reaction to Alexander's grab
- Fixed black screen when you pressed "back" or "esc" on level selection screen

TWEAK:
- longsword clash sounds tweaks (wip)
- much narrower blade collision detection areas (should be more precise where it detects a hit, but, therefore blocking is less forgiving)
- swords mass and inertia balancing against each other pass
- Watchtower arena lighting tweaks
- Great Steppe arena lighting tweaks
- shorter time for defending grabs
- limited maximum velocity of physics simulated bodies to stabilize blades after collisions
- HEMA Gear is now available only when you choose HEMA weapons. It is unavailable for sharp or wooden singlesticks.

NEW:
- Customization is now part of the Character Selection Menu (WIP - not all characters have customizations yet, but the system is in place)
- Alexander: new custom clothes and HEMA gear
- You can now move the camera when the game is Paused to take screenshots! :)
- Alexander: Moves list


Notes:
- Not all characters have customizations. The system is now in place, but I need time to make enough skins (both historical and HEMA) for all characters

Update: New fencer is live - Alexander

[previewyoutube][/previewyoutube]


This is Alexander.

He is based on an extraordinary historical 17th century character - Alexander Dynis. Serving under the Bishop of Cracow, for his deeds, he was nobilitated and became a starosta (a town mayor) of Kozieglowy in Poland. He was mentioned in Walerian Trepka's "Liber generationis" from 1626:

"Dynis Alexander, a Black Man, serving under the bishop of Cracow. For his achievements, the bishop made him a starosta of Kozieglowy in Siewierszczyzna."

His depiction in the game imagines him before this time - right after he ended up in Poland.


Hellish Quart pre-alpha v. 2022.04.09.0

NEW:
- New character: Alexander

FIX:
- Fixed bug when some Close Attacks (kicks, fists) animations were not interruptable by next animations
- Fixed bug when some Hits Reactions animations were not interruptable by next animations
- Fixed bug when some Hits Reactions animations were not playing fully, even if uninterrupted
- Fixed some bugs with guard animations priority when changing feet stances
- Various small other fixes

TWEAKS:
- Further tweaks of the blade collision system
- Various small tweaks

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][/previewyoutube]

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).