We are a small team created inside Techland. On this blog we’d like to take you behind the scenes of our newest project – an FPP hack and slash game in a dark fantasy setting.
It started inconspicuously with an internal weapon mod for Dead Island created by one of developers – MZM (his real name is Marcin). It was a proof that chopping monsters frozen by magic spells using two-handed swords is brutally fun and addictive. This mod made such an impression that MZM was given a few people from the company to help (including my humble self) and a chance to create a game prototype – but that’s a story for another post. What’s most important right now is the fact that we have independence in developing Project Hell (bear in mind it’s only a code name) and we want to keep you up to date with details about it on this blog.
Everything posted here is work in progress which you can comment convincing us in our greatness or causing us to go home and rethink our lives. We will also ask for your help in making some decisions.
Our main goal is to make a game we can all enjoy playing so don’t expect unicorns and fairies – we prefer breaking through hordes of undead minions only to slaughter their devilish and loathsome masters in a bloody boss-fight. To achieve that we’ll use our experience already gained in game development and enhanced technology from Dead Island. We believe that we can make something really unique and thrilling and share it with you. Keep your fingers crossed.
And one more thing – we won’t be asking for your money on Kickstarter
Sounds awesome. They need to nail the combat and movement and more important, the combat and movement in that perspective. They need to not fear about copying Dark Messiah, because that's the best thing they could do probably.
As for the game’s production itself we have a tight schedule to reach an internal Beta stage in just a few months. Seir and Julian have already finished building most of the levels (two more are pending). Michal is right behind them filling the locations with quests, enemies and loot. The biggest challenge remains the diversity of weapons and skill trees as it’s always hard to tell when they’re balanced enough and entertaining for players. We’ll also be launching extensive playtests soon – anyone willing to drop by?
As you can see we’ve already done a lot but still much more remains to be done. Nevertheless we’d like to show you our game under its final name in just a few weeks. That’s also the reason why we don’t update our blog as often as we’d like to. Things are going to change after the announcement when we’ll be able to uncover more details about the game on our new website and the upgraded blog.
The time has come and we can finally announce our game’s title. Dark fantasy FPP hack & slash which we revealed last year under the working title Project Hell has evolved into Hellraid. A thrilling mix of genres that we like to call a first-person co-op slasher. Those few words represent the general idea for our game. Let me tell you more about it.
From the first-person perspective, player will be drawn into the game’s unique fantasy world right from the start to experience an entirely new level of hack & slash action. Our combat system is also far more advanced than simple repetitive clicking as it needs precision and good timing when striking enemies and parrying their attacks while the blood splashes all around – that’s why we use the term slasher.
Everyone will be able to play Hellraid in a story-driven campaign but our main focus is on cooperative multiplayer. Why? It’s simple. Fighting hordes of hellish monsters is far more exciting when you do it with friends. To make it even more satisfying we’ve added an element or coopetition between the players. Each action in the game, be it killing a monster or helping a dying companion, is rewarded with points. The best players will receive special rewards and climb up the leaderboards.
Finally to make Hellraid even more exciting we’ve designed a clever system we call, appropriately, the Game Master. It places loot and spawn different sets of enemies on the level as well as generates online challenges which makes each game a new and different experience.
We want you to feel that the game is made by guys in their '30s," Hellraid producer Marcin Kruczkiewicz told our colleagues at Eurogamer Poland. "You can't forget about the past. As young enthusiasts we enjoyed the first Quake, second Hexen or Diablo, and all that remains in us somewhere."
Hellraid offers up a selection of four classes, Warrior, Mage, Paladin and Rogue, and encourages them to work alongside each other as they fight through hordes of enemies. There are interlocking abilities - wizard can cast shields on allied players, or teleport around, and the combat system is built upon a series of magical abilities that include fire, telekinesis and lightening.
The open-world structure of Dead Island has been pared back slightly, with a series of open-ended maps rather than one all-encompassing world. Hellraid also offers a stripped-back leveling system, with experience points unlocking branches on each character's skill tree.
It's being developed on Techland's own Chrome Engine 5, which the Polish developer believes can go toe-to-toe with its competition.
Looks cool, but I really have to try it myself before I can say anything more about it. The way the game feels matters a lot to me in this case and there's no other way to see that.
Looks fun! I remember having played Hexen and Heretic for long, long hours. If this game proves to be as good as those, but with updated gfx and physics, then I'm sold.
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