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Hardland
SKELETON CHAMPIONS gameplay
25 September, 2014 - SirGalis

The game has been Greenlit thanks to you awesome people! Still lots of work remains on our side. At the moment we're working hard to get the first playable version to Steam Early Access - it will only be a small taste of the full game we plan on creating.

WHY EARLY ACCESS?

Having a feedback loop with the players is something which allows us to make better design decisions as they are being made - which should lead to a much better game compared to developing it behind a curtain.

BELOW IS A VIDEO TO DEMONSTRATE OUR LATEST PROGRESS

Ilmari Tiitinen composed the first ambient track of music and it can be heard in the video! On the audio front we've also got the basic sound system in place. Temporarily we're using placeholder sounds from our earlier games as we finalize the audio systems. For example it's still missing the ability to fade by distance. That's why in the video you hear these seemingly random loud voices. Once Tapio Liukkonen gets going with his sound fx magic it will sound a ton better and more consistent!


https://www.youtube.com/watch?v=LoqWAkaC9i0


TECHNICAL BREAKDOWN OF THE VIDEO

We've listened your feedback on combat animations and the whole animation system is in process of getting a big upgrade. In order to sell the "impacts" we also added dynamically created weapon trails which adds lots of motion to the strikes.


(screenshot of weapon trails)

New enemies: Skeletons can have different armor and weaponry, they come in many sizes. Some of them are weak, some are headless, some are huge like the Skeleton Champions.


(concept art)

Enemy AI has received a large overhaul: their combat behavior is much more natural as the enemies move around the player and pick their shots.

In addition to turning heads and eyes characters can now turn their upper bodies towards points of interest. In combat it improves the overall feel when characters have a better ability to look at each other.

ITEMS

Items can be switched and they all have unique properties: damage, special spawns, armor and physical size which determine the exact hit area. Players can pick up characters, gravestones, vases, pretty much everything. All that stuff can also be thrown and broken - lifting and throwing stuff expends stamina so player has to be careful when trying to lift heavy objects when in combat.

ITEM SLOTS

Item slots are working, characters drop all their items once they die. The slot list: BeltItem, Body, Hat, Knee_L, Knee_R, Mask, Shoulder_L, Shoulder_R, Weapon_L, Weapon_R and two ring slots.

Texture streaming works and we're using texture compression as well to make it run faster.

For footstep sounds were using sensors which are attached to both feet and once the sensors make a contact with the ground the system plays a footstep sound. It works pretty well even for complex feet motions.

INVENTORY

Inventory screen has more features and is starting function like it's supposed to.
Visually it's still very ugly but don't worry - it'll look great once finalized:



It should end up looking more like this mockup:



Dodging and blocking are some of the things we're currently improving. Both will probably be connected to the stamina. You can see experimental version of the blocking animation in the early part of the video.

MAIN MENU

Main menu now has graphics options you can choose from, music and sound fx sliders, invert mouse, invert pad etc.

ICON

There's an actual icon:

"History Channel" look-a-like and the chicken version didn't work out. Latter is fun but feels a bit too much like the Farming Simulator :)

-Timo

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3 Comments
giovis61 13 Oct, 2014 @ 1:53pm 
Sembra carino.
eReN Mann 27 Sep, 2014 @ 6:27am 
Thx
Jedo 25 Sep, 2014 @ 5:06am 
looks very promising :D: