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Clickteam - #MadeWithFusion - Hellslave II
About This Title
Available on Steam: https://store.steampowered.com/app/3399900/HellSlave_II_Judgment_of_the_Archon/
"The Heavens are done waiting. In this dark fantasy dungeon crawler RPG, the Archon descends to end the demon war once and for all. Make your stand in HellSlave II, more immersive, brutal, and customizable than ever. The reckoning begins now."
That is the argument for the latest #MadeWithFusion title from Ars Goetia, creators of "The Blind Prophet" and "Hellslave" . Described as a dark fantasy dungeon crawler RPG that contains grity lore and a dark comic like hand drawn art style, Hellslave II attempts to raise the bar on everything fans loved in the first Hellslave!
We caught up with Baptiste of Ars Goetia to hit him with some hard hitting questions about Hellslave II development and his experiences in games development with Fusion!
How did you get started with Fusion?
In my art school (Emile Cohl School, in Lyon), we had a short workshop to create interactive apps with Fusion. I instantly fell in love with the software, went back home, bought it and started dedicating a lot of time creating my first clunky games (which was especially fun considering that I was already able to create cool assets).
What inspired you to develop Hellslave 1 & 2?
I was inspired by Shin Megami Tensei, Diablo 1 and Darkest Dungeon. Artistically, I was inspired by Dante's Inferno, Milton's Paradise Lost, various gnostic sources, and artists such as Comès, Mike Mignola and Sergio Toppi.
What do you think is the best thing about Fusion?
The accessibility and speed, while not sacrificing depth. I didn't like coding and always thought it wasn't for me (I had a very short bad experience when I was younger). As I said, I instantly fell in love with the elegance and simplicity of the interface, which allows people with no affinity or knowledge of what coding is to create apps in a very clear way. However, I must say that having absolutely no knowledge at all about informatics and programming wasn't a good thing, as I struggled long time with things that are basic. Having a bit of background in coding and understanding the fundamentals of programmation would be a huge plus when starting with fusion. From there, you can go to the point you want extremely fast. But this speed doesn't sacrifice anything, and that's what I love with fusion now : with 10 years of experience, I can code absolutely what I want : platformer, MMO, coop, strategy, pathfinding, everything works, and the community helps a lot. The software really removes the tedious aspects while keeping the control and depth.
What challenges did you experience when coming up with a design plan for Hellslave II?
I wanted to correct everything that was clunky in HS1 while offering a true open-world experience with deeper world-building. I spent a lot of time writing Lore before trully working on the code itself, as it was quite similar in the architecture as HS1. Also, I wanted to improve the architecture to remove several bugs and have a more flexible and clean code.
If you could improve something in Fusion what would it be?
I don't know, the software is already very rich and deep when you know it well. I'm not interested in 3D. I think I'd just want to have all the community-made content (extensions, shaders) to be reviewed, completed and cleaned by the official clickteam staff so that it can be safely integrated to Fusion. As a professional, I often lose a bit of time running everywhere on internet to find an extension that I lost. I'm shipping games and sometimes a community-made extension has some niche bug that will cause freeze/crash/bug to certain players. All those issues could be fixed by a centralizing politic that would trully make Fusion a must-have for any 2D focused professional game dev out there.
Available on Steam: https://store.steampowered.com/app/3399900/HellSlave_II_Judgment_of_the_Archon/
Developed by: Ars Goetia
Published by: Dear Villagers
Available on Steam: https://store.steampowered.com/app/3399900/HellSlave_II_Judgment_of_the_Archon/
"The Heavens are done waiting. In this dark fantasy dungeon crawler RPG, the Archon descends to end the demon war once and for all. Make your stand in HellSlave II, more immersive, brutal, and customizable than ever. The reckoning begins now."
That is the argument for the latest #MadeWithFusion title from Ars Goetia, creators of "The Blind Prophet" and "Hellslave" . Described as a dark fantasy dungeon crawler RPG that contains grity lore and a dark comic like hand drawn art style, Hellslave II attempts to raise the bar on everything fans loved in the first Hellslave!
We caught up with Baptiste of Ars Goetia to hit him with some hard hitting questions about Hellslave II development and his experiences in games development with Fusion!
How did you get started with Fusion?
In my art school (Emile Cohl School, in Lyon), we had a short workshop to create interactive apps with Fusion. I instantly fell in love with the software, went back home, bought it and started dedicating a lot of time creating my first clunky games (which was especially fun considering that I was already able to create cool assets).
What inspired you to develop Hellslave 1 & 2?
I was inspired by Shin Megami Tensei, Diablo 1 and Darkest Dungeon. Artistically, I was inspired by Dante's Inferno, Milton's Paradise Lost, various gnostic sources, and artists such as Comès, Mike Mignola and Sergio Toppi.
What do you think is the best thing about Fusion?
The accessibility and speed, while not sacrificing depth. I didn't like coding and always thought it wasn't for me (I had a very short bad experience when I was younger). As I said, I instantly fell in love with the elegance and simplicity of the interface, which allows people with no affinity or knowledge of what coding is to create apps in a very clear way. However, I must say that having absolutely no knowledge at all about informatics and programming wasn't a good thing, as I struggled long time with things that are basic. Having a bit of background in coding and understanding the fundamentals of programmation would be a huge plus when starting with fusion. From there, you can go to the point you want extremely fast. But this speed doesn't sacrifice anything, and that's what I love with fusion now : with 10 years of experience, I can code absolutely what I want : platformer, MMO, coop, strategy, pathfinding, everything works, and the community helps a lot. The software really removes the tedious aspects while keeping the control and depth.
What challenges did you experience when coming up with a design plan for Hellslave II?
I wanted to correct everything that was clunky in HS1 while offering a true open-world experience with deeper world-building. I spent a lot of time writing Lore before trully working on the code itself, as it was quite similar in the architecture as HS1. Also, I wanted to improve the architecture to remove several bugs and have a more flexible and clean code.
If you could improve something in Fusion what would it be?
I don't know, the software is already very rich and deep when you know it well. I'm not interested in 3D. I think I'd just want to have all the community-made content (extensions, shaders) to be reviewed, completed and cleaned by the official clickteam staff so that it can be safely integrated to Fusion. As a professional, I often lose a bit of time running everywhere on internet to find an extension that I lost. I'm shipping games and sometimes a community-made extension has some niche bug that will cause freeze/crash/bug to certain players. All those issues could be fixed by a centralizing politic that would trully make Fusion a must-have for any 2D focused professional game dev out there.
Available on Steam: https://store.steampowered.com/app/3399900/HellSlave_II_Judgment_of_the_Archon/
Developed by: Ars Goetia
Published by: Dear Villagers
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