Hands of Necromancy II - Trailer Announcement

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Emmanuelexe
Posts: 190
Joined: Mon Feb 08, 2016 2:02 pm

Hands of Necromancy II - Trailer Announcement

Post by Emmanuelexe »

“Hands of Necromancy 2” is the follow-up to the original “Hands of Necromancy” game. It’s a dark fantasy first-person shooter that shares similarities with games such as “Heretic” and “Doom”. As a player, you’ll come across a variety of weapons and unique transformation abilities to fight the monsters you meet.

Trailer:


Here are some of the new features we’ve included:

- Interactive elements like flammable and destructible trees, hidden items in vases, explosive barrels of black powder, and breakable stained glass.
- Traps such as spikes that emerge from the ground, and boulders that roll towards you.
- A new character equipped with her own weapons and transformations, adding 7 new weapons and 4 new transformations with their own attacks.
- New items to assist the player, including a bag that doubles your maximum ammo, new potions like the stamina potion, and the Amulet of Death that kills all surrounding monsters.
- 10 new monsters, including 3 different bosses.
- Over 20 planned maps.
- Reworked Necromancy system: Revived enemies no longer cause friendly fire, and if you move too far away from them, they will teleport to your location. - You can also pass through them.
- Various changes and fixes.
- Linear map progression replacing the hub system, but the maps will still have a maze-like structure similar to classic FPS games.
- We’re aiming to launch the game towards the end of 2024 or early 2025.

Wishlist the game today!
https://store.steampowered.com/app/2706 ... omancy_II/

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Redneckerz
Spotlight Team
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Graphics Processor: Intel (Modern GZDoom)

Re: Hands of Necromancy II - Trailer Announcement

Post by Redneckerz »

Very epic to see this come to fruition. I did enjoy playing HON, its a great Hexen clone with a smile of its own :)
I see you have forked the engine on Github and are now requiring Vulkan. What changes are there this time around? Have you looked into VKDoom's lightmapping prowess or?

Great to see a sequel to this. It is decidely indie, but it is also decidely fun :)
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Emmanuelexe
Posts: 190
Joined: Mon Feb 08, 2016 2:02 pm

Re: Hands of Necromancy II - Trailer Announcement

Post by Emmanuelexe »

4 screenshots of the maps:
Spoiler:

Hands of Necromancy 2 - Destructibles and Traps part 1:


Part 2:


Sound effects are placeholders.
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Emmanuelexe
Posts: 190
Joined: Mon Feb 08, 2016 2:02 pm

Re: Hands of Necromancy II - Trailer Announcement

Post by Emmanuelexe »

New minions system and HP bars:
The Big Hand of Necromancy allow you to revive all the monsters around you. Revived enemies no longer cause friendly fire, and if you move too far away from them, they will teleport to your location. You can also pass through them. HP bars added, they can be removed for the monsters in the options, same for the boss.

Video:
Spoiler:

We got a different hp bar for the normal enemies, still WIP, may resize it to make it less big.
The other hp bar is for mini boss and boss.
Spoiler:

More screenshots of the maps of Hands of Necromancy 2! The maps are made by talented mappers like Death Bear, Hambourgeois, Myolden, Lorenzo, Shadesmaster and others!
Spoiler:

Oscar Martin is our sound engineer but also our musician for Hands of Necromancy 2, he shared a teaser of one of the musics from the game, you can watch it here:
https://www.instagram.com/reel/C2MzDgri ... dzNA%3D%3D
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RKD
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Location: Argentina

Re: Hands of Necromancy II - Trailer Announcement

Post by RKD »

I won't comment much until a demo is released but it's looking nice so far. Keep at it!

Only thing I'm mentioning is regarding the latest screenshots in X (twitter): Perhaps is still WIP, but I see really dark places in some of the images, specially the ones in the first tweet. The ones in the second look neat, though. You could even get away with having the inside of the temple/chapel slightly less brighter (since it's indoors) and would still be clear to see. One of the main gripes a lot of people had in the first game was how dark several of the maps looked and it'd be a pity to have some of the fantastic level design opaqued by that again.

Just a humble opinion. I'm looking forward to this second part :thumb:
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Emmanuelexe
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Re: Hands of Necromancy II - Trailer Announcement

Post by Emmanuelexe »

Thanks! I remember it was fixed for the Swamp map but in case, you have the graphic options or the torch items, we added a good amount of it with the new light system.
I think we see it much better when we play! :wink:

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