That's right! We're now looking to outsource some level textures for SCOURGE, and if you think you have what it takes, then read on!
Outsourcing works differently than being on our team, and as such benefits/etc. are completely different. You also have an option of joining our establishment, which also, works completely different. We will provide the details upon request.
On that note, the textures we're looking for do not have to be overly complicated, nor do they need to be in high-resolution. A maximum resolution of 256x256 is just fine, and we can downscale/tile as needed. We're looking for realistic/grungy/dirty textures, think of something like Silent Hill 2. All of the textures will be applied to our level design in realtime, and we don't bake lighting in textures because we use a lightmapping method for the game levels. Things like floors, walls, grates, environments, skies, liquids, and everything in between.
This is urgent, as noted on our Facebook, because texture design takes too long and we don't have a dedicated artist for this kind of thing. Without one, Scourge will be delayed for an extremely long time, and this is the truth. If this is something we could just do ourselves, we would, but we don't have enough time to focus on it in particular.
We welcome any and all submissions - either head to our Facebook and drop us a line, or email us at:
We appreciate your help! If you are a part of any graphic design community or similar, post us up and share the news - every little bit goes a long way.
Thanks again everyone!
*EDIT: changed the email - it should have been .NET and not .COM
Thursday, December 6, 2012
Friday, November 23, 2012
Where's the pot of soup?
Not here it seems. New screenshots of SCOURGE, also shown on our FB page, thought I would share them here as well.
And, you know what they say about walking Alone in the Dark!! ;)
Enjoy the new media, and remember to keep up with our development at our Facebook page!
On a side note, the official EDGE forums have closed for now, so if you need any support or help with your EDGE endeavors, be sure to visit our EDGE section on our forums!
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Tuesday, October 23, 2012
Complicating Simplicity
Just thought I'd show these here! We uploaded two new images of Scourge on the Facebook page, and it's easy to forget about our site here! This is all in-game rendered stuff, and excuse the "high-resolution", if you catch my drift (if you do, kudos!) Just a reminder that we're not using our EDGE engine, and in fact, using an engine that shares the basic components that Raven's Dreamcast game "Soldier of Fortune" did! If that's not awesome, then, well you must not be cool or something. ;) I jest!
We're working at a steady pace as always, and we'll be up for showing more stuff when we can. I know we don't talk as much about Scourge as we did with Hypertension, but I think our progress speaks for itself. And, uh, despite these screenshots, it's not a dedicated first-person shooter. FYI, you know, just in case someone wanted to know. Oh, excuse the debug output, but I think it adds charm where it needs it the most; again, if you understand that sort of thing.
That's what happens when experience meets change; change meets progress, and progress meets determination. Determination, therefore, can be anything at all, and I'm not talking in past, nor present, tense here. I cannot predict the future, but I can speculate; when I say that it's an exciting time for us now... it's going to be even more exciting in the future. We can't thank our fans and followers enough; from all of our different backgrounds, titles, projects - it's what makes us the experienced and strong-willed team we are today. No need to pass the seasoning - we have plenty of it here.
Just for comparison's sake (and a token to our fans), here's the first internal unreleased screenshot of Scourge, back when we WERE using our 3DGE engine and bits of Hyper data (nearly year-to-date here!).
Coming together is a beginning; keeping together is progress; working together is success. --Henry Ford
PS: We're still looking for help in the following fields - a level designer, a C coder, and a texture artist. If you're a level designer, we use such tools as the Radiant family (Quake-based), Qoole, or Quark. If you're a texture artist, check out the WAL and TGA formats beforehand. Interested? Hit us up.
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Sunday, August 26, 2012
C Programmer Wanted!
Just a heads up everyone! We're on the lookout for at least one more C programmer; this is to get our game-side code moved forward in a timely manner. If you are interested but scrunched for time, you'll be happy to note that we're incredibly flexible with crew schedules, so shoot us a message anyway!
If there are any interested parties, please send us a message here on Facebook...if you don't have an account, you can head to our forum board (http://tdgmods.net/smf) and let us know there. We really appreciate all of the help and support!
If there are any interested parties, please send us a message here on Facebook...if you don't have an account, you can head to our forum board (http://tdgmods.net/smf) and let us know there. We really appreciate all of the help and support!
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Wednesday, July 25, 2012
Helloo out there!!
How's everyone doing? I hope well, it's been awhile since we've had some real news. Well, public news at least!
Just wanted to thank everyone again for supporting us and our endevours so far! Scourge is coming along great and I couldn't be happier with the team and with the game itself. I can see that there is a lot of excitement and speculation surrounding the title...which always makes things more interesting!
Our game is coming together and we have some of the best guys around right now, keep checking back often as we continue to grind away at Scourge. Assets are looking cool and everyone is working very hard together right now. That's the most important part is communication.
When managing a team, it becomes a different story. With Hypertension, it was me and one other (Fiend), and we had a great dynamic together. We flowed off of each others creative energy and truly came up with some amazing and innovative stuff. When you move away from that to a grand-scale project with a dozen others, some things tend to get in the way. Delegation and management become important, and the game design becomes tighter (because it has to). Something I'm learning. Hyper came together as we moved along. Scourge took almost a full year before we started blazing into development; in contrast, Hyper took off a few months after I put together a few builds and videos in 2008.
It would be absolutely impossible for me to say the same about Scourge. While working with one other person (or myself, as I did 10 months before I had a colleague) can be fun and dynamic, working with a bunch can be hectic. You find that you need seperate people to manage different parts of the project, something that sort of hit me hard recently. But it's all a learning experience, especially on a game that's on a COMPLETELY different scale than Hyper was. It's feeling more legit as the days go by, and that's not a bad thing. :)
BTW, I wanted to say that I haven't given up on Hyper3DGE yet (our DOOM engine): there's a few mods in the works for the engine that I'm excited to see soon, so I'll keep you guys updated on those as well. You can find the latest on our forums for those projects, MAJOR KUDOS to those guys for keeping DOOM, and most importantly, EDGE, alive!! Rock on! \m/
Anyways, just a little rant. Wanted to show my thanks to DCEmulation, you guys have always been good to me and my team, so keep on keepn' on! Awesome things are coming soon! If you guys haven't already, take a look at our Facebook page and "Like" us! You can see exclusive screenshots and promo stuff that we don't show anywhere else! Be sure to register on our forums!
Just wanted to thank everyone again for supporting us and our endevours so far! Scourge is coming along great and I couldn't be happier with the team and with the game itself. I can see that there is a lot of excitement and speculation surrounding the title...which always makes things more interesting!
Our game is coming together and we have some of the best guys around right now, keep checking back often as we continue to grind away at Scourge. Assets are looking cool and everyone is working very hard together right now. That's the most important part is communication.
When managing a team, it becomes a different story. With Hypertension, it was me and one other (Fiend), and we had a great dynamic together. We flowed off of each others creative energy and truly came up with some amazing and innovative stuff. When you move away from that to a grand-scale project with a dozen others, some things tend to get in the way. Delegation and management become important, and the game design becomes tighter (because it has to). Something I'm learning. Hyper came together as we moved along. Scourge took almost a full year before we started blazing into development; in contrast, Hyper took off a few months after I put together a few builds and videos in 2008.
It would be absolutely impossible for me to say the same about Scourge. While working with one other person (or myself, as I did 10 months before I had a colleague) can be fun and dynamic, working with a bunch can be hectic. You find that you need seperate people to manage different parts of the project, something that sort of hit me hard recently. But it's all a learning experience, especially on a game that's on a COMPLETELY different scale than Hyper was. It's feeling more legit as the days go by, and that's not a bad thing. :)
BTW, I wanted to say that I haven't given up on Hyper3DGE yet (our DOOM engine): there's a few mods in the works for the engine that I'm excited to see soon, so I'll keep you guys updated on those as well. You can find the latest on our forums for those projects, MAJOR KUDOS to those guys for keeping DOOM, and most importantly, EDGE, alive!! Rock on! \m/
Anyways, just a little rant. Wanted to show my thanks to DCEmulation, you guys have always been good to me and my team, so keep on keepn' on! Awesome things are coming soon! If you guys haven't already, take a look at our Facebook page and "Like" us! You can see exclusive screenshots and promo stuff that we don't show anywhere else! Be sure to register on our forums!
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Saturday, June 9, 2012
Forums are back online!
Alright guys, the forums are back online! First thing you will notice is that it's a fresh site - we couldn't import over all of the old stuff, but I'll eventually bring up an archive soon.
I would give it at least another week until I get all of the formatting and bugs worked out, but you can sign up and begin posting early, if you'd like.
There IS an anti-spam question, though I don't think it should be ALL that hard...;)
See you all there!
I would give it at least another week until I get all of the formatting and bugs worked out, but you can sign up and begin posting early, if you'd like.
There IS an anti-spam question, though I don't think it should be ALL that hard...;)
See you all there!
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Friday, June 8, 2012
Host Update
It took us awhwile, but our hosting provider is now finalised. Within a week, our {new} forums will be up again and we'll be back in business.
We appreciate everyone supporting us during this long transition.
See you there!
We appreciate everyone supporting us during this long transition.
See you there!
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Sunday, May 6, 2012
How you uh, how you comin' on that novel you're working on?
Whoops, we're still here, our forums crapped out (for good) and our hosting ended, but we're in the process of relocating. Give us a few more weeks to get everything sorted out!

We are also looking for Freelance Programmers highly experienced in C for our upcoming game, SCOURGE. FYI: we're using a variant of id Tech 2! Send us an email or post on our Wall for more information, or if you know someone who is interested! Thank you all for your continued support!

We are also looking for Freelance Programmers highly experienced in C for our upcoming game, SCOURGE. FYI: we're using a variant of id Tech 2! Send us an email or post on our Wall for more information, or if you know someone who is interested! Thank you all for your continued support!
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Wednesday, January 18, 2012
Clearing up some confusion!
I've had a number of people ask me what's happened to the site and to "Hypertension" since the last few blog posts, so I'll explain it as clearly as I possibly can.
Hypertension, which was the game up and running on this blog for the last few years, has been suspended and the original development team disbanded in September of last year. We made this decision due to the desire to work on an original IP, and over license disputes we couldn't resolve internally.
SCOURGE is the new game that eventually started as a project to replace those resources, but it was decided to completely start over. In doing so, the entire thing has been scrapped & redesigned fresh, meaning it no longer reflects relationship in any form to Hypertension.
A few months ago, I had started a side project to convert some of the maps and models from Hypertension over to Transfusion, which is a free and legal solution. Any progress for that will appear at the Transfusion forum thread that I started.
SCOURGE, meanwhile, is the new title that has been in active development since September of 2011. I understand that we are not making many public updates to that, but we are working hard on it, and expect to show off some progress very soon. This new game will also be Dreamcast compatible. I can't say too much, but it's going great and we're meeting many milestones. I simply can't wait to share media as soon as we feel we're ready to. It worked with the question-mark fountain in 2008, but...not so much these days! (unfortunately - those are fun to look at!)
Just keep your eyes peeled every now and then, but when we resurface with Scourge, it should do whatever Hypertension did a thousand times over.
Should. Stay tuned!
Hypertension, which was the game up and running on this blog for the last few years, has been suspended and the original development team disbanded in September of last year. We made this decision due to the desire to work on an original IP, and over license disputes we couldn't resolve internally.
SCOURGE is the new game that eventually started as a project to replace those resources, but it was decided to completely start over. In doing so, the entire thing has been scrapped & redesigned fresh, meaning it no longer reflects relationship in any form to Hypertension.
A few months ago, I had started a side project to convert some of the maps and models from Hypertension over to Transfusion, which is a free and legal solution. Any progress for that will appear at the Transfusion forum thread that I started.
SCOURGE, meanwhile, is the new title that has been in active development since September of 2011. I understand that we are not making many public updates to that, but we are working hard on it, and expect to show off some progress very soon. This new game will also be Dreamcast compatible. I can't say too much, but it's going great and we're meeting many milestones. I simply can't wait to share media as soon as we feel we're ready to. It worked with the question-mark fountain in 2008, but...not so much these days! (unfortunately - those are fun to look at!)
Just keep your eyes peeled every now and then, but when we resurface with Scourge, it should do whatever Hypertension did a thousand times over.
Should. Stay tuned!
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Friday, December 2, 2011
id Tech 2
We are looking for anyone experienced in editing/modding/programming id Tech 2 for an upcoming project. If you are interested please drop us a line.
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