Zariusz
Liturgist
Heh, for lulz i checked Lovers Lab for Hellish Quart thread, yes it somehow exist and coomers are already in the motion . I wonder how much time will pass before first Isabella and Marie nude mods.
Who is "they"?This is backwards... they need to mod Hellish Quart into an actual game.
It's just one guy with great ambitions.
And possibly no sensible development plan.
It has begun...
Heh balls-like crossguard was actually used in late medieval daggers called Bollock knives.The cross-guard seems effective.
Hi,
You might have noticed that the updates are not coming as often as usual right now. This is because we are working on an entirely new story mode section - new mechanics and cutscenes for Hellish Quart. The first short story will be a side quest for Jacek, which will connect to the plot of the main campaign at the end.
This mode will include not only cutscenes, but also some entirely new adventure gameplay and a few new characters. This is quite a lot of content to make for a small studio like ours, so we need a bit of time to make this into a complete section of the game, for you to play from start to finish. We hope this story driven, single player experience will finally complete the feature list of the game and shape Hellish Quart into the game we imagined initially. It will also clear the way for producing the main campaign, which we will start right after completing this short story.
We ask you for a bit more patience and will upload Jacek's side quest as soon as it's done!
Thank you for your support,
Adventure story mode is not something new for fighting games, besides can you really compare this with Exanima and its procedurally generated insanity?Feature creep shovelware not unsimilar to Exanima.
In this update, we introduce a remade Survival Mode and Steam Leaderboards feature.
In the new Survival Mode, you will attempt to fight and survive through 30 consecutive duels. Regardless of the outcome, your fighting skills will be scored, with each game character having a separate score. The objective of this game mode is to achieve the highest score possible. You must decide between fighting cautiously to maximize the chance of progressing to another duel and fighting fast and risky to maximize your score.
You earn points for:
- A quick win - how swiftly you can defeat the opponent; the longer the match lasts, the fewer points you receive
- Aggression - points are added for advancing towards the enemy and forcing them to block your attacks
- Successful attacks - when you wound your opponent
- Hitting the Opponent in the head or body
- Blocking an attack
- Winning a Round by grappling
- Flawless Victory - you gain the most points for a one-hit clean kill, some points for parry-riposte kills, and no points if you get hit
You lose points for:
- Attacks that missed - when you swing in the air without hitting anything
- Getting hit
- Lack of aggression - walking backward or allowing the opponent to advance
You can find this information in the Training\Tutorial menu in the game.
Whether you survive the entire 30 fights or not, your top score will be uploaded to a Steam Leaderboard, so you and everyone else can see how well you did.
As always, this is all optional.
When launching Hellish Quart, you can choose to play with or without Steam. If you choose to play without Steam, the game will simply not initialize the Steam SDK and will be launched as a completely standalone, DRM-free program. The new Survival Mode will work, but the score will be saved only in a save file on your hard drive, and will not be uploaded anywhere.
Have fun and good luck getting on top of the leaderboards!
Update: Story Mode is live!
Update: Story Mode is live!
Hello everyone,
We decided to release the more polished half of the first Story Mode quest –
Jacek Dydynski's side story
. You can play it right now. As a bonus, we made an interactive tutorial that should teach you the basics of fencing. The playthrough should take roughly 30 minutes – it's not much yet, but all the ingredients for making more story chapters (mechanics, models, systems, cutscene pipeline, animatics, voice recordings) are ready, so we'll keep adding more chapters frequently.
The second half of Jacek's Story is in the final stage of production, so keep an eye out for new chapters. Right after Jacek' Story is complete, we'll start the Main Quest, which Jacek's Story will connect to.
So why did it take 3 years for us to start adding the Story Mode?
Story Mode is a cinematic adventure that consists of characters, cutscenes, adventure gameplay mechanics, fighting mechanics, voiceovers, UI, etc. All those elements needed to be made before starting to combine them into a story. Without the fully developed combat system, characters, adventure game systems, storyboards, mocaps, voices – we would not have any ingredients to build the story with. Those elements needed to be designed and made first, and it took 3 years.
The Early Access period of the game is longer than initially planned because Hellish Quart is bigger than planned on the Early Access premiere. This is what the game features now. Many of those features were not planned - we just made them because they made sense and seemed cool.
- 14 characters (of promised 12); 9 new ones were added
- Immensely improved fighting system as a whole, with new features: taunts, blade binding, weapon pulling, working boss armor, axe combat, better physics
- Greatly expanded move sets - initial characters had around 200 animations each, and now most of the fencers have more than 350 animations each. Those 9 characters add up to more than 3,000 mocap combat animations.
- 8 game modes – story, quick fight, survival, arcade, training, long sparring, history buff, AI vs AI
- Added 2 additional ways of resolving double kills: +1 and ROW
- Added customization system for characters – skins and unlock system for arenas
- 21 arenas: Added 13 more arenas
- Added FPP mode
- Added Free Camera Mode (pausing and looking at the freeze-frame from any angle in 3d)
- 6 AI modes (added 3)
- Added modern HEMA weapons and HEMA skins
- Added mod support and a modding kit that doesn't require any coding skills
- Added game currency (ducats) and unlocks systems for skins and arenas
- Redone the character selection menu
- Added axes and armor fighting features
- Added VR support
- Added localization to 7 languages (computer translation for now)
- Added AMD FSR support for more FPS
- Produced and released an original soundtrack that consists of more than 30 minutes of live instrument music
- Added a robust Right of Way ruleset
- Expanded gameplay options for customizing your preferred combat rules
- Added Xbox and PSX controller glyph support
- Ensured Steam Deck compatibility
- Added Steam achievements and trading cards
Note that some of the features from this list are not finished, as this is still an Early Access.
Three years seems like an unimaginably long time to make a video game, but in game development, three to five years is a normal time for a team of two people to make a small video game. There is no way around that – these things take time, and the bigger the game, the smaller the team, the more time is needed.
With the Story Mode finally taking its shape, we are heading straight for the full release of Hellish Quart.
Enjoy and keep an eye out for new chapters of the story!
NEW CHARACTER - TARNAVSKI
Tarnavski fights with a dussack and many elements of his fighting style are based on Joachim Meyer's 1570 manuals.
Hellish Quart pre-alpha v.2024.04.10.0
FIX:
- Attempt to work around a bug that occasionally causes an artificial increase of win numbers for rank. Wins against the AI are counted both as a whole, and per character now - the numbers are then compared to be sure the amount of wins checks out. You might observe your rank dropping to lower (your true rank) if this bug ever happened to you.
TWEAK:
- Jacek: a bit shorter weapon
- Jacek: lower damage on short attacks from the wrist
- Alexander: higher overall damage
- Less over-the-top final wound sounds
NEW:
- New character: Tarnavski (with a dussack)