From the maker of Markistan RPG 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 we think 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, we don't think you'll see what can be done in the frame of Deus Ex the same ever again.
The mod is expected to take quite some time, as many of its aspects 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 a technically practical reach with enough time and effort.
Check regularly (or "watch" the mod) for updates in screenshots, videos, and more.
A month of technical breakthroughs, but few bullet points nonetheless.
Here's what got done:
-Tweaked how NPC's shoot full auto to encourage better use of full auto weapons.
-Finished mapping UV Skysphere in a manner that doesn't appear to be a cube from some perspectives.
-Finished abridging more texure loading support to the skybox manager class.
-Installed some basic textures for clouds, for the time being.
-Broke cloud layers into 3 sections, to compensate for unusual movements relative to perspective, while giving more diverse cloud scrolling options.
-Installed a secondary seed generator for skybox effects, allowing for quasi-random output, but on a consistent basis.
A slow month of much technical fury. Here's what we've been pounding heads against: -More work with the sky effects. *Test textures and proto textures...
The main update this month is that I'm finally recovering from my back troubles. What was done following this: -Finally finished with sky cloud layer...
No update for this month. Did some work on the new skybox tech, but spent my time split between overtime at work and getting my back jacked up. Gotta...
A month of trying to push what's technically possible. Here's some of the progress made, prettymuch all of which was for the new skybox effects. -Rework...
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