HYPERVIOLENT
First Person ShooterHYPERVIOLENT is a brutal, fast-paced old-school FPS in the style of classic sprite-based 3D games from the 1990s. After responding to a distress signal...
Hell has come for your soul. How long can you out run it before it drags you down?
Matthew Brookes was a very ambition man. Just about to complete his fourth year and obtain his Bachelor's in Psychology, Matthew was on top of the world. Nothing could bring him down, except hell itself has chosen poor Matthew. A demon from the darkest depths of hell began to hunt him down, killing all who got in his way and left a trail right to Matthew. Soon he was institutionalized and all was taken from him after being charged for the gruesome murders of his friends, teachers, and his girlfriend, but the demon is still after him. Barely able to sleep an hour Matthew must try and find a way to survive from not only the demon, but himself as well.
Updates and progress reports at least every week. I am one person developing this and I am also in school so expect at least on image progress or report on things once a week or once every two weeks.
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Sorry for not updating anything the past couple of weeks. School has been hectic as well as work. I did manage to make a few more improvements and start on scripting rooms better as well as adding models (still trying to get dead bodies.)
Alright I completely restarted the project (didn't have much done anyway) but I believe it really looks better than it was. More realistic. Still working on the animations with matinee for the camera and the doors opening as well as trying to set the key card to activate the animation.
Ok So as for update just a little while longer but I will say now that I got my textures fixed just for some reason, my texture I created for the doors are not wanted to import when they are the exact same thing as the others. I'll work on that later in the week but I mostly worked on this week was audio tracks to give it a dark ambiance and worked on level streaming. I also imported a couple of meshes to the reception desk so it doesn't looks so empty. :)
Having a little trouble with my materials but only because I didn't determine the size of them correctly so it looks amateurish at the moment.