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Hellish Quart: A Physics Based, realistic, 3D Sword Dueling Game set in the 17th Century

Alexios

Cores, shaders and BIOS oh my!
tl;dr: Bushido Blade - The Balkan Tour.

From one of creators of The Witcher III and Bulletstorm, a single developer project: A fighting game about sword dueling, in which the blades really clash using physics, and the characters use motion captured fencing techniques. Play as one of many 17th century warriors and use sabers, rapiers, broadswords and many other blades in single player campaign, arcade, or local multiplayer with friends.​
Hellish Quart uses active ragdolls and all damage your blade can do is calculated with realtime physics. Four gamepad buttons represent 4 attack angles. Different button combinations give special attacks and combos. If you are not attacking, your character will automatically try to hold guard against your opponent's attacks. The blades really block each other and that's what's keeping you alive. To win, you must use proper timing, measure, technique, speed and wits - just like when fencing in the real world.​
Hellish Quart has a historical setting. The game takes place in the 17th century Polish–Lithuanian Commonwealth. The character models are made using 3D scanned clothes, based on fashion from the period, and the single player campaign (when done!) will be firmly rooted in realities of life in the region. You will duel Zaporozhian Cossacks, Polish Hussars, Tatars, Turkish Janissaries, Swedish Reiters, French Musketeers and more.​
 
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Alexios

Cores, shaders and BIOS oh my!
Would be good for VR
No, it would be something else entirely for VR, ie, like a multiplayer Blade & Sorcery or Unbound Fighting League. Or a mix of both. Nothing like developing a side-ish view fighting game like this with canned motion capture animations & physics for characters in any case, a whole other beast.
 
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Herr Edgy

Member
Why does it say single-developer project?
I just saw him post one of his vids in a dev group saying he and his wife working on it for about 2 years now.


🤔
 

GreyHorace

Member
Just watched Skallagrim play this on his channel. He says it has the most realistic sword fighting he's seen in a videogame.



Also coming to Steam Early Access in December.



I'm definitely intrigued but I won't be able to play it unless it comes to console. I wish the devs all the luck in the world and hope it's a success.
 

CamHostage

Member
Nice. Definitely reminds me of Bushido blade.
While some of the animations look a bit rough, the hits really look like they hurt.

Right, it's got the benefits and the drawbacks of going with a physicals fighting system right on display, for all that entails. The mechanics are a little sloppy for what we're used to (though this is probably more like what a clumsy/adrenalized real swordfight to the death would be like, without all the assumptions of practiced "OK, you go here and I go there, then you move there and I'll come back here..."), but you can see the deliberate action and the effects of each strike/parry/hit. It's got little-to-none of those slice-right-through-and-keep-going sword mechanics that SoulCalibur or almost any other swordfighting/sword-action games use (even most hand-to-hand fighting games have you punching through an opponent, or put the recoil heavy so opponents shove back enough, rather than having the fists collide and reverberate/halt and have to deal with the impact of flesh... which we all forgive because reality sometimes isn't as fun as videogames) and you can tell that there are both designed moves and open physics to the sword motions, letting unexpected and sometimes unfortunate actions take place while still giving it more fighting game structure than like an all-physics QWOP fighting would be. I feel like the swords could use a little more snap or "stick" to them, as well as maybe a stamina system to keep from wild flailing, also a little less instakill to hits (there's one move where they're both swinging opposite each other after a parry, and the first strike connects well but the opponent is still swinging and he artificially falls back rather than finishing his momentum and hurting them both,) but I'm encouraged by the concept and execution so far. Good find, Alexios Alexios .

*Also, heads/arms are way harder to chop through than a single tap with a cutlass (I assume?), but again, sometimes fun is fun...
 
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I played the demo on steam...its got a long way to go but theres a lot to build off. It needs to reign in the controls a bit right now its a button masher crapshoot but it does run very smoothly
 
No, it would be something else entirely for VR, ie, like a multiplayer Blade & Sorcery. Or like Unbound League. Or a mix of both. Nothing like developing a side-ish view fighting game like this with canned motion capture animations and physics for the characters in any case, a whole other beast.


VR still to see a fighting game like this because unfortunately the ragdolls in VR brawlers are never aggressive or challenging enough - worse, they never grab you, push you around, chop off your limbs when failing to parry etc. It's just the overpowered player chopping away potatoes in Gorn or Blade and Sorcery - that should be more accurately described as tech demos or experiences than games

still a long way from games like this
 
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