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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StupidBee
StupidBee

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

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princeofamerica
princeofamerica

I LOVE THIS GAME>>>>ME WANTY ME LIKEY

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princeofamerica
princeofamerica

FIRST THINGS FIRST! MAKE A DOWNLOAD OF THE GAME. MAYBE A DEMO. BECAUSE MAYBE UF PEOPLE TRY IT OUT THEY CAN MAKE IT POPULAR! SERIOUSLY! THIS IS ANNNNN EPPPPPICCCCC GAME. U WOULD GET MONEY EASILY IF U MADE A DEMO FREE VERSIon.

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The Hit
Platforms
Windows, Mac, Linux
Creator
aDFP
Engine
Unity
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Homepage
TheHitGame.co.uk
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Genre
Stealth
Theme
Realism
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Indie
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Latest tweets from @thehitgame, @dan_stubbs

I'll try to get a new build up on itch.io by the weekend, then I'll start focusing more on gameplay and AI.

5hours ago by dan_stubbs

Here's a longer version of that video. Fixing glitches will mean a minor rewrite, should be done by Friday.… T.co

5hours ago by dan_stubbs

In need of some refinement, but simple building interiors are working. #gamedev #indiedev #MadeInUnity T.co

5hours ago by dan_stubbs

I'll probably end up rewriting the building generator again slightly, so walls may take a few days. Can't wait to leave buildings behind :)

Jan 14 2017 by dan_stubbs

All buildings now have interior floors & ceilings! Walls are top of the list for Monday. #gamedev #indiedevT.co

Jan 14 2017 by dan_stubbs

First step towards interiors is done: floors which conform to the building's shape. #gamedev #indiedev #madeinunityT.co

Jan 14 2017 by dan_stubbs

Spent most of today rewriting the city generator after hitting Unity's 65535 vertex limit. I now have many, many ve… T.co

Jan 13 2017 by dan_stubbs

Some more progress on the building editor. I think I'm ready to start adding interiors to this #gamedev #indiedevT.co

Jan 12 2017 by dan_stubbs

Here's how the whole interface is looking right now. Lots of empty space to fill with more controls as I link them… T.co

Jan 7 2017 by dan_stubbs

Work on the building editor has slowed a bit while I rejig the data code, but interiors are on their way.… T.co

Jan 7 2017 by dan_stubbs

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