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Sunday, June 15, 2014

Introducing Nick Gibson

Hey everyone, just wanted to give a shout-out to the newest member of our small team, Nick Gibson. He'll be doing 3D models alongside Jason to help balance the workload. So far, he's doing a real good job and he's definitely an asset to our team! Join us in welcoming him to our bloody world!

Wednesday, June 4, 2014

Poking my brain

Hey everyone, just letting you all know that if you've had your doubts about the new Wolfenstein, go ahead and trash all of it. It's the best game I've ever played, filled with emotion, awe, inspiration, and just about every mechanic I've seen in a shooter upped by a thousand percent. Such an amazing game.

One of the first logo Posters
I also want to take the time to let everyone know that the team here at Isotope is so grateful for your donations and support in getting Hypertension out the door. It's been a long time coming, and I know the wait probably pissed off a lot of people. It's the product of a lot of love, stress, tears, sweat, betrayal...lots of different things. When I play the game sometimes I get really into it, and sometimes I get really depressed. It's the kind of game that I turn to when I need to get my emotions squared away.

So much of my life was influenced by it and I feel a lot of it passed me by while this game was in idle. Now that I'm trying to get a team together to finish it, a lot of regret and depression fill me. I wish that I had focused harder and got it out quicker, and I wish that we found a publisher sooner. We faced a lot of hardships in our lives, every developer who's worked on this project as a matter of fact. I'm not sure they even read the blog or stop by, but if it wasn't for every single one of them, this project would not be here today, getting the support of the people that believe in it.

Old screen from 2008
I admit that I often struggle with my emotional state and seem erratic at times because of it, and lots of nights I cry because Hyper just wears me down. Having to go back and swap things out is sometimes a nightmare, and having to scrap tons of work that people did with love before Isotope makes my eyes swell, also. It's the reason TDGMods is represented with the game - every developer before made up TDGMods and since we re branded into Isotope to continue the title it didn't sit quite right with me. While this is very much an Isotope game, it's also equally a TDGMods game, and all the people who worked on it in the years passed.

Pineapple in 2009 filming
I try and not get down on myself for taking so long and letting so many things interfere with the game's development, but often times I feel like a failure because life sort of...swung me in its arms and I was barely holding on to what was important to me.

This game, Hypertension: Harmony of Darkness, is vastly important to me and everyone who currently works on it. Even though the past developers - wherever they might be and however they might think of the game (and myself) have moved on, we won't hesitate in the slightest to make your contributions known.

Dozens and dozens of people will be credited when it all comes to an end, I just really hope I'm there to see its completion off. Many times I've thought about quitting the project in frustration, in sadness, in shame. These demons I fight are becoming more overwhelming, admittedly, and it's nice to be reminded of what I'm fighting for. My daughter, my game, my sanity, it all needs to come back to me when I'm in my moments of complete frustration and despair. Your support and kind words help pieces of what I've lost back in, and make me remember.

Box-Art from 2010
Regardless of what people think of me personally, how I look, how I act, who I carry myself around with...it is absolutely not reflective of this game at all. I'm simply a person with ideas, is all. I don't like becoming the face of this operation, because it's not ONE person, it's all of us as a collective. I can't speak for everyone, but I try my best.

I'm not sure why I've chosen this place, out of all, to write about these kinds of things. Maybe because this blog has always been something special for me to pour myself into, and when I had to restructure and go quiet for so many years, all of those things became twisted and choked me.

Isotope Softworks, LLC. 
Getting back to the programming and design that I've been away from for so long is nice. SCOURGE doesn't give me the freedom like this game does, being able to do so much with it.

I just hope it meets all of your expectations when we ship it. Until next time, readers.











-Corbin A.
Lead Designer, Hypertension: Harmony of Darkness
Isotope Softworks

Wednesday, February 19, 2014

Harmony of Darkness - New Screen

He's back, in FULL 3D and hungrier than ever! How will you "feed" him? 

Hypertension: Harmony of Darkness is coming for PC and Sega Dreamcast Q4 2014!

Wednesday, February 5, 2014

Updates!

Sorry for the lack of updates! More GOALS hit so far and more donations have been acquired! From January, we have Valentin Jahns (20), Johann Harding (5), Emre Uysal (10), and Poker Money Clips (30). To start February off, we have Carlos Oliveros with 10. This is simply AMAZING that we are being supported in our efforts to deliver quality! You all ROCK! 

We have already blasted off to our freelancers to get the ball rolling! We want to thank our awesome fans for your hard work - it isn't going unnoticed and its already paying off!

We have so many things to show off now, new announcements, and a host of updates, so keep your eyes peeled! The February Projection Goal will be posted in the next week as we move forward! Thanks to all of us here at Isotope and TDGMods for supporting us into 2014!



Thursday, January 9, 2014

January GOAL update! $20 in, $20 left!

JANUARY GOAL UPDATED! 


We want to give a personal thanks to Björn Tasto from Germany for donating $20 of our projected $40 for the month of January! This is extremely generous of him and with less than a day between posting and half of our goal complete, tells of great things to come!
Join us in thanking Björn Tasto again for his selfless contribution to our games! We appreciate it!


We are now half of our projected January goal - help us reach the other side so we can get our artist pumped with what he needs! 

Wednesday, January 8, 2014

Donation System is Live: Please Read

Hi everyone,

In the last message, I proposed a donations system to help keep us funded so we can continue/finish Scourge and Hypertension, in hopes that we don't further delay the game (possibly forever). In our third year already, we have absolutely no budget left and officially, we're in panic mode.

This is where you, the fans, can help us the most. Developing a budget game isn't easy, and developing it with nearly no budget at the stage we're at now is killing us. Months of potential work gone down the drain as we try to gather funds for ourselves, but we can't do it anymore. Not alone. You guys have the chance to help us by donating! This way, we can pay for the services we need to get our games finished and out the door!

Every month, we will make a new blog post with a projected goal for a service we require. This will change each month or so to reflect what we need at the time (to show you exactly where your money is going). We will have a system that shows how much we're down/up before the feature we need is completed. This will also tell you what game we're at, and how many features we have left before development is sustained. We will also keep a record of who donated to include you in the closing credits.

You might find this system weird since there's things like Kickstarter, but as you all know, we have a publisher and we cannot use a third-party like that. Not only will we appreciate the help, I know our publisher will too!

THIS MONTH - JANUARY 2014
FREELANCE ARTIST FUNDRAISING GOAL
$40



We need to raise $40 this month, to start an independent artist in getting the environments and layout completed for SCOURGE, specifically, so our 3D team can get the designs for various architecture complete and consistent. In the following months up until we no longer need him, we'll add this amount to whatever amount for the feature we need next. So, consistently, we need $40/month to pay this guy until we no longer need his talents. We're not that far off, we project maybe 3 or so months before we can cut him loose.

Please, any amount will help us out and rest assured, you will all see progress, mostly by keeping up at our Facebook page. I will continue to support this blog for our Donation Development system.

Thanks for your continued support!
-Corbin A.
Project Manager, SCOURGE
Isotope Studios

Wednesday, August 7, 2013

Co-Founder: Personal Reflections, and how you can help get involved



As SCOURGE development continues full-force, we would like to take this opportunity to explain how exactly this comes to be and how you can truly help us make this dream a reality.

We are, undoubtedly, an independent development group. We started out like everyone else - at a small computer with big ideas. Years of hard work have paid off as we finally see the game progress in big ways.

But, the years of youth and carelessness are well behind us, as many of us are experiencing different things - college life, adulthood, newborn babies, gender outings, new careers, among much more. Just as the point of development reaches the fun part, these things collectively called "Life" come to drag us away. No longer are we able to slave away all day, every day, on these awesome projects.

Not to say we don't care about them, but these life events are positively dragging development behind. A small team of ~5 is not enough for a large-scale production without significant delays, which we have experienced since this project started. The id Tech 2 engine was more than we could chew at the time, which we're finally starting to grasp and handle, but there's only so many of us and we can't allocate one person to do the work of 6. Developers cannot do it.

The reason why we are putting out all of these help wanted ads is because we can't afford for production to slump. Times changes, games change, the scene changes. People change, publishers change, and we can't allow Scourge to fall behind. Using outdated tech is not what I mean, specifically, by "falling behind", because graphics in a videogame do NOT, by any means, make it enjoyable (though sometimes, it does help). Scourge is falling behind in the people who believed in it, in us, and sometimes, ourselves as well.

That's why we are asking for everyone to kindly put our ads out - STEAM groups, social networking, developer networking, forums, anything! The more manpower we can get behind this project the better. There are tons and tons of resources that we just don't have available to us because we don't have time to hunt for the people we need. We need the help of our fans and followers because our Dream is being threatened!

Level Designers and Coordinators are a HUGE deal for us. We need these people that can bring a little push to our group and help us get SCOURGE completed in a timely manner! Hypertension was nearly finished after 3 years of hard work - Scourge is nowhere near at that level and has never been. Part of it is, perhaps, to blame on the 3D technology we decided to choose and our inexperience working with it. The other part might have been to take on a project of ambition and complete indifference. The drive to do something that nobody has really done before has always been a special part of this project. There are so many young and ambitous people who open these editors for newer games like Half-Life 2 and Call of Duty - if they only knew that these editors are mostly backwards-compatible, and that they have a chance to work on a truly remarkable commercial project, right from the starting gate!


If that sounds like YOU, or anyone YOU might know, please have them contact us! Developing a game isn't as dreamy as some people might believe, especially when deadlines threaten the existence of said project. All it takes is a few weeks of catching up and you could be helping along a great production, a great team, and the community of fans and followers! Help make this fun for us again, help us regain our passion to continue to entertain all of you out there!

Shortly, we will be opening up a Donations system to keep us funded. Since our initial budget is gone and years of dragging have left the game in a less than desirable state, many would-be Champions of Design have opted out because we don't have the money to pay them! Long gone are the days where a whole paycheck of mine would go towards something you love and adore. We believe in Scourge and we know you guys do too. But we need this help to speed things up. Funds would go completely, 100% towards developer costs.

So help us out and please spread the word - any inquiries can be sent to our Facebook page, or my personal email. If you are also interested in our other project, Hypertension: Harmony of Darkness (also for Sega Dreamcast), feel free to send us inquiries as well! We are always looking for help on that project, too.

Thanks once again for believing in us, in our endeavors, and in SCOURGE. The game is looking and feeling fantastic and only YOU can help us achieve perfection!

Thank you all for hearing my words, its the people like you that make this job of ours so much fun!

Stay fresh,
-Corbin

Thursday, December 6, 2012

Now OutSourcing: Texture Artist

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

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!