The Hit is a multiplayer stealth-shooter, set in an open-world city with tens of thousands of NPCs. Track down your target and kill them as quickly and cleanly as possible, before the other players can manage it. Try to stay incognito, or photograph other players and take out hits on them.

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The Hit is on Kickstarter!

News

It's Kickstarter time!

I was planning to hold off so I could release the Alpha as soon as the campaign finished, but the best laid plans, etc. Basically, my savings have run dry, and I can either give Kickstarter a go, or postpone development and get a job in the real world for a few months. I figured this was the better option.

Please back if you can and help get the word out, and I hope to see you in the City later this year.

Thanks. The Hit on Kickstarter

Dynamic Narrative in The Hit

Dynamic Narrative in The Hit

Feature 4 comments

An early overview of the player-driven dynamic narrative system I'm working on for The Hit. If successful, it will allow for authored events in structured...

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Guest
Guest

wow, this game looks really good, lag is the main problem. how much of an emphasis will you put on game lag?

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aDFP Creator
aDFP

Thanks. I'll talk about multiplayer more when I'm ready to implement it, but here's a v. brief overview.

The game will only be syncing a minimal set of data across a network. Crowd behaviours will be calculated locally, and only synced when absolutely necessary, and even then will mostly correct to one of a set number of states, so shouldn't have a noticeable impact. So yeah, it should be fast.

Also, if you'll excuse the digression, I'm designing the main game to run at a more realistic pace than games like CoD or DOOM. FPS games favour fast action over situational complexity for good reason: It's relatively easy, and much less of a commercial risk.

Long-term, what I'm trying to do with The Hit is make something that plays less like a target-shooter like CoD, and more like an episode of 24, or one of the Bourne movies, where you're juggling the demands of an ever-changing free-form narrative and weighing multiple objectives, while also making moment-to-moment decisions about whether to employ stealth or force in any given situation. What I don't want to do make a game that forces you into corridor or arena battles, then tells you you've failed when you try to use your initiative. I do want to make you feel like a bad-*** assassin, but I'm not going to hold your hand.

I'll be making some gameplay movies closer to release to demonstrate what I'm talking about, because I don't think there is a comparable gameplay experience out there. Not yet, anyway.

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rekter1
rekter1

Estimated release date please?
i wanna play this game and upload it on my channel A.S.A.P

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snipay
snipay

is it still active?

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aDFP Creator
aDFP

I'm working on the game full-time right now. I've been rewriting the game from the ground up so I can implement damage and interaction systems on everything in the game-world, and get some of the dynamic narrative stuff working early.

Right now I'm working mainly on creating assets and procedural generation systems, so I'll be posting updates more often. Definitely need a new video soon.

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Vertelame
Vertelame

damage and interaction systems?
Like, blowing **** out?

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aDFP Creator
aDFP

So far, I've got brick and voxel damage systems. Brick damage is obviously for blowing big holes in the side of buildings. Voxel damage is more general, so it'll be used for many things, including real-time flesh damage, which is already implemented (http://www.indiedb.com/games/the-hit/images/flesh-damage-test#imagebox)

I'm also working on voxel volume destruction, which will basically be everything else. Trees, furniture, etc. Also, I don't have a set timeframe on this, but you will be able to destroy terrain and roads.

Hope that's enough destruction for you!

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arizxna_kvsh
arizxna_kvsh

the flesh damage looks ******* amazing and im glad youre adding something like that in. i saw quite a few deaths myself and i gotta say for voxels these are eerily life like. surely going to add a whole new something into the game especially in terms of immersion!

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Vertelame
Vertelame

It is <3

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StupidBee
StupidBee

WowWWWW I WANT THIS GAME NOW!!!! :D

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The Hit
Platforms
Windows, Mac, Linux
Creator
aDFP
Engine
Unity
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Adfp.itch.io
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Stealth
Theme
Realism
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Latest tweets from @thehitgame, @dan_stubbs

Between 3DS Max and Unity, the vertices are being renumbered, and the solution isn't a simple one. I could do it by hand, but that limits me

Oct 14 2017 by dan_stubbs

This was going to be a #screenshotsaturday of a clothing system test, but I have a slight issue with vertex reorder… T.co

Oct 14 2017 by dan_stubbs

Still playing. Totally not designing a #procgen starship generator in my head, honest. T.co

Oct 10 2017 by dan_stubbs

Just playing around while I plan out the clothing system, but I definitely want to make a #procgen SF game with 1,0… T.co

Oct 10 2017 by dan_stubbs

New characters are coming along great. Could I get away with just leaving them like this? #gamedev T.co

Oct 10 2017 by dan_stubbs

Apologies if anyone is offended by all this gratuitous nudity.

Oct 9 2017 by dan_stubbs

Now to get these characters into the game. The middle figures are all the same mesh, with deformations. That's my s… T.co

Oct 9 2017 by dan_stubbs

I should've said the base mesh is 371 polys. Clothes and damage will add a bunch more.

Oct 9 2017 by dan_stubbs

And here's the new male character. He's 371 polys, which should be low enough for run-time generation, even with cl… T.co

Oct 9 2017 by dan_stubbs

If you manage to make anything cool, there's beta keys available for the most impressive or interesting screenshots.

May 14 2014 by thehitgame

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