From the maker of DSTNM comes Hatchet. Hatchet is a heavy duty conversion mod for Deus Ex with a campaign all its own. Hatchet contains a unique storyline & employs free-roam mechanics to present a world will shock, satisfy, & puzzle you to the end.
Most of Hatchet's Plot has to be kept hush hush for proper reasons, but be aware it has been heavily thought out and layered with the concept of 12 different endings in mind. Additionally an all-new world style of mushy cartoon-like presentation and brutal action up its sleeve, you won't see Deus Ex the same ever again.
The mod has only recently started production and will take some time, as many mechanics are ambitious, such as all-new gameplay mechanics, totally remeshed characters, weapons, & decorations, and a large world with many fascinating locations to travel to and visit. A lot of ambition is set, but it's all within practical reach with enough time and effort.
Check regularly (or "watch" the mod) for updates in screenshots, videos, and more.
Edit 1/8/14: We have just signed up with an up-and-coming company, Ex Unitae Vires, for development, and are very excited for their benefits they'll bring the mod and what we can offer them.
It's been a new kind of month for the team, which is teamier than ever!
Introducing: Kark. AKA EpicKarkian, Kark's a long term friend of mine (WCCC writing, for clarity), and he offered to do some modeling for Hatchet over the summer, in exchange for generally being a cool guy and being able to hone his modeling skills. I admit he's gotten pretty good in a short time.
-Modeled a new banner texture with UV-mapped flag. Off into the future, we hope to use this guy to establish territories and whatnot, or just generally solidify ambiance within faction locations!
-Modeled 2 new barrels, one metal, one wood. The wood is composite, of multiple kinds of shoddier wood and the metal sports some odd jury-rig tech, including a screw-on cap.
-Began work on a tarp-and-poles sort of model, for use in Market areas in an upcoming map!
-Explored new concepts for character expressions, including a lot of new, bold code and various facial textures. It's too early to say too much just yet, but it could lead to a handful of expanded things and nice touches.
-Steady work on redoing the HUD's base looks altogether! Atrey's always been better with HUD than I, but he's officially set out to try and see if he can build a better, newer, snazier HUD for Hatchet. I'm giddy over this one in particular.
WCCC's Work (Hey, that's me!):
-Drew a large pixel-art map a few thousand pixels in content. This will likely serve as the basis for the next map being drawn up, there may be screengrabs of this soon!
-Work on mapping that made me realize one of the major shapes of the pixel map had used the wrong geometric formula.
-Consequently, redrew pixel map from near scratch again with adjusted space and shapes.
-Restarted mapping on new map based on new pixel map. Oh lawdy. Think I've learned a good lesson about not double-checking shapes...
I admit I've been tied up with IRL stuff and side bits galore, but I'm trying to pull through and get work done regardless. Expect more into the future! ~WCCC