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Monday, June 29, 2009

Apple update


As much as I despise the Macintosh, Hypertension will be coming to Mac OSX. The source was integrated in with the rest of the other ports and it won't take much extra work on our part. Great news for those of you who have requested Mac ports - it'll happen.

Saturday, June 27, 2009

Little updates

Alright, so things are going...sorta okay fine. The meeting didn't go well unfortunately, just bad timing. We did get some members up to speed with the SVN stuff so that's good, hopefully the next one won't be so confusing.

In other news, Apple Macintosh binaries were released for EDGE not too long ago - this means an eventual Mac port of Hyper3dge. Eventual... because we are still working on all of them right now.


Really tired, here's a kinda-new-not-really shot of lighting effects that Joppu was able to pull off that we integrated into a level. We're really planning on expanding this tenfold, but for now at least you can see that this adds a bit of depth. If you can notice.

The real good looking stuff is still in quarantine until we decide it'll roll your heads. =)

Thursday, June 25, 2009

Lilly recovering from Parvovirus! =)


Well the reason I had to miss our meeting on Tuesday and haven't been online is because my dog Lilly had Parvo. I spent hundreds of dollars on her two days ago at the vet...it really looked like she was going to die...vomiting constantly, really lethargic, not eating... But I persevered and I've been up since the 22nd, and she's doing better!

She's eating, way more playful, chases the cats again, it's a freaking miracle. I was so worried and upset, and it was detracting me completely from Hypertension. If she died I was going to flip. If you don't know, Lilly is the sister to Sheik, who passed away last year. This is good news, because I've had Sheik and Puma bite the dust since this project began and I was beginning to worry it was a bad omen of sorts for me.

Here's hoping Lilly fully recovers!

Monday, June 22, 2009

Getting the way paved


The SVN system is almost all set up - all TDGMods members will be notified soon. Remember guys - meeting soon! Don't forget!


New screenshots will be released soon - just hold on tight! =)

Wednesday, June 10, 2009

Cross Platform Stuff!

Well, great news as always. Our Dreamcast programmer came back and we're in talks with officially updating the engine branch to 1.31, the most recent PC version. This is good news as I no longer have to worry about heavily maintaining both versions. Of course, things will still be slightly changed to fit a console, but great news nonetheless.

Also, we're announcing that Hypertension will become mobile now - we're working on a GP2X version. This is perhaps the most exciting news so far as the console is a great Homebrew platform - and it'll be a trip to play the game on the go. Perfect for that old-school, pick up and play kinda lifestyle. We'll keep you updated as we've just started working with it.

Anyways, except some new screenshots and other fun stuff soon - we're gearing up for the next internal RC, and hopefully we'll be able to show off some amazing gameplay footage!

Thursday, June 4, 2009

Shots

2 3 shots from a subway station level I am working on

Warning: heavily work-in-progress!



Wednesday, June 3, 2009

pitching this out


I have an HD rendering of what the Pitchfork may look like during game play, it is rendered in 1920x1080 so watch out :P

blarg

Things are coming along, as usual. Expect a new flurry of updates in the next 2 weeks.

Tuesday, June 2, 2009

Mas Shots

So here we have even more shots. The level featured a few updates down (with the tesla cannon) improves everyday.

The screenshot to the right should be an example of how the level's come so far. Crazy that it started with a simple little box. You can see a few new models, some dynamic light action, and other little touches that's been added since then. Gives it a truly spooky feeling now, but it's still severely unfinished.




To the left you can see that our version of E1M1 is taking way different twists and turns, as there are multiple pathways now. It's not the same, kids! That leads into a crazy underground tunnel that's really pushing sectors and whatnot. It looks absolutely stunning now.



Last but not least, you can see a behind-the-scenes shot. Here we have Pineapple, concentrating on level building in DB2 in the "batcave", our workroom for Hypertension (equipped with matresses, a mini fridge, a microwave, a water machine, and storage). My dog Lily (Sheik's sister) is chillin next to him, and was asking for his attention. Damn Dog! ;) If you look really close, you can see the diagram next to Pineapple that he drew up (he draws his levels in 2d and then translates them).

Pina <3 Hawaiin Punch, btw.

Monday, June 1, 2009

Few more updates


I'm going to gradually add screenshots as the work continues into the night.

-UPDATE 1-
To the right is the main menu in Hypertension. We took Blood 2's as a template (which is why things are centered and not exactly aligned - but it makes it look cooler) and redesigned it to come up with this. I'm still split on whether I want the game (upon hitting the ESC key) to come up with the background image like in Blood 2 or just keep the menu open on screen like Blood 1.
-UPDATE 2-
To the left we see screenshots of the M16 from Blood 2. The Scale, Align, and Aspect are all off, but at least it's in the game, not really functioning right now (no animations). I finished up the Tesla Cannon, and you can even find the scope to complete the weapon.

Working on more weapons and I just started improving a lot of the ambient effects (fire, smoke, etc), so hopefully I'll have more shots of that. The others are working at a pretty good rate so I can't be more excited about how things are going to turn out! =)