I'm a full-time Indie developer, worked in simulations and training, animation, UI design, databases and application software. Currently working on The Hit, a multiplayer stealth-shooter.
Yeah, I will. Sorry for being so quiet lately, I've been trying to get my head down and get this thing fully playable, but I also had to take some time off recently for some surgery. I'm close to having the next update ready, and I'll try to make some more noise then.
Both. These are my editor tools. Getting the game playable is my priority right now, but I'm working on versions of these tools for the player.
Vehicle driving is definitely a planned feature, as is using vehicles to store weapons, equipment, bodies, shopping etc.
City driving should be a common skill, so it'll be possible to drive a vehicle just by instructing your character to 'drive to <location>', in which case they'll be indistinguishable from the AI drivers. Or you can drive vehicles yourself, but I'm planning something more realistic than the usual arcade-style driving in other open-world games, which will take skill and practice to become proficient at. Not everyone will be a natural getaway driver, but I don't think that's a problem.
Yes, and I've even done a test. I'm sticking with the cubic look for now though, partly because it's simpler, but mainly because I've designed a couple of major features for further down the line, which will be a lot harder to implement with many angles. The destruction system is already tested and working, and I'm also planning on adding water volumes at some point, for floods (think of the scene in Delicatessen for a reference point) and pools of blood dripping down stairs etc.
Oh yeah, that's the plan, or part of it anyway. I've been working hard on optimising the city generator (which is why I haven't been checking indieDB much lately, so apologies for the late reply), to make it as quick and simple as possible to create new cities, and that'll include user-edited cities, so you'll be able to go wild.
The generator already includes a wealth map, so shanty towns and super-rich cities will definitely be possible.
This is the image which the city in the previous screenshot (http://www.indiedb.com/games/the-hit/images/debugville) is generated from. The area at bottom-left is a walled seating area, complete with benches and a patch of grass.
If anyone wants to edit this map, or create your own, feel free. If you message me, I'll do my best to render out a screenshot or two for you, and if you've bought the super early version on itch.io (I'll get it on Steam as soon as I think it's worth playing), I'll try to include your map in one of the next updates.
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!
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.
Actually, I'm writing everything with the goal of making it editable, but I don't know when that'll be live (not this year. Maybe next). One of my main aims of this project is to make a system where anyone can write interactive stories, whether they're game missions, one-off encounters or entire life histories.
I'll talk about this some more when the systems are closer to being ready.
Thanks! I've designed my own lighting solution, but I honestly couldn't tell you when I'll actually get round to implementing it (My to-do list is long and very changeable).
I'm tempted to borrow a solution for now, but procedural light placement comes with a few problems that I'm not sure it's worth my time to try and solve, so I may just end up keeping the flat-shaded look until my own system is ready.
One important considereration is mood-generation through lighting, which is something I'm still trying to figure out. What I want, eventually, is a fully dynamic lighting system, so each scene can be lit in an appropriate way for the current story beat. Check out the American artist Edward Hopper if you want to know what kind of thing I'm aiming for.
Anyway, here's the above scene with a few hand-placed lights and a diffuse shader. I think it looks okay, but like I said, automatic light placement comes with its own issues and will probably look a bit glitchy as you're moving between scenes. Imgur.com
Thanks. I've been considering an article about my workflow process for a while. I might have to get my notes in order and actually write it!
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.
Apologies. This is a horribly early build. I'll delete this and get a more recent version up at some point.
Just the crafting part. I'll post an announcement as soon as I have a demo ready.
Just to be clear, everything you make with this is yours. You're welcome to sell your creations, use them in your own games or give them to other people to use in theirs (especially mine, but you have absolutely no obligation to do so).
I have zero interest in closed platforms or F2P economies, as I believe they're a hinderance to progress, and I want to play the games you make with these tools as much as I want you to play mine.
I've fixed the mouse issue, and added WASD movement and a few other things. Hope you find it easier to use, and thanks for checking it out.
Thanks, I'll see what I can do.
Is this a commercial venture, or a total conversion?
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