tag:blogger.com,1999:blog-55380337245491136922024-03-05T11:42:10.613-08:00Hypertension: Harmony of Darkness Development BlogCorbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.comBlogger285125tag:blogger.com,1999:blog-5538033724549113692.post-4791901606327022122018-06-07T11:14:00.002-07:002018-06-07T11:14:33.187-07:00Cobwebs?! It's been awhile!So, it's been awhile guys! Just letting you all know -- Hypertension and SLaVE are _still_ on the table and have not been abandoned.<br />
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We've been hard at work on Hypertension especially -- getting new team members, finalizing the engine the team has worked hard on over the last two years, and hopefully all of our hard work will show soon. For now, here's some in development screenshots:<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEYGg63EFPWpdGau1vo-TQT3Tn7AdXCfl-s5hK0OIYvaXORCKGX3e72r01gtmtfRCFwa3O-pe3_g9YA5scNAs5aPjRxNnGs5nIllekgkcGieameFsm9fjeTsH1WkBqOHHFwwzENkQ7hfDR/s1600/image+%25281%2529.jpg" imageanchor="1"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhEYGg63EFPWpdGau1vo-TQT3Tn7AdXCfl-s5hK0OIYvaXORCKGX3e72r01gtmtfRCFwa3O-pe3_g9YA5scNAs5aPjRxNnGs5nIllekgkcGieameFsm9fjeTsH1WkBqOHHFwwzENkQ7hfDR/s320/image+%25281%2529.jpg" width="240" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3A-BlyzTe1rw8OEO89uljbSHfd24ChBH55gNFNM_Ku7g799rcQx9DDwelEI6bTofLdIEEM3z_iMN_xU-DNwavWAsNgtjKT3hZ3clkWHDjh3ohCm322DDbTL9Vhs1Zh470P7ygwLIT5SH2/s1600/JPEG_20171215_002519.jpg" imageanchor="1"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEg3A-BlyzTe1rw8OEO89uljbSHfd24ChBH55gNFNM_Ku7g799rcQx9DDwelEI6bTofLdIEEM3z_iMN_xU-DNwavWAsNgtjKT3hZ3clkWHDjh3ohCm322DDbTL9Vhs1Zh470P7ygwLIT5SH2/s320/JPEG_20171215_002519.jpg" width="240" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQsc26rES9sfExcys6KIo56PZZf7oUetQTn-9DNvHF7rR7CaIjY0pGMJESoJfZEcKFvnI0sV9f675FNFEUwiyMl0ZWFHRqp4L3EBZmC4MoGjup6V4s-kGMid0OHJCOTCfeznpqr-FO1h8m/s1600/JPEG_20171215_002559.jpg" imageanchor="1"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhQsc26rES9sfExcys6KIo56PZZf7oUetQTn-9DNvHF7rR7CaIjY0pGMJESoJfZEcKFvnI0sV9f675FNFEUwiyMl0ZWFHRqp4L3EBZmC4MoGjup6V4s-kGMid0OHJCOTCfeznpqr-FO1h8m/s320/JPEG_20171215_002559.jpg" width="240" /></a><a 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href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZEFnzaF8YRLW_BpsMjhytWwQTbwBMqK1SB4S_k5RtZH5tilhKuQdwiSOMGPRr7wNh0EFyQCT-XG8tOdcDODpH4jQBJpxzYt5lH64GnjX40rDH9U_d_JlZZ5wBDJktk-P3OW0iEttfb5MC/s1600/shot385.png" imageanchor="1"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgZEFnzaF8YRLW_BpsMjhytWwQTbwBMqK1SB4S_k5RtZH5tilhKuQdwiSOMGPRr7wNh0EFyQCT-XG8tOdcDODpH4jQBJpxzYt5lH64GnjX40rDH9U_d_JlZZ5wBDJktk-P3OW0iEttfb5MC/s320/shot385.png" width="320" /></a><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOtdH0GFIUhYSL0rbF6k-fNwzvp0jcgUUerPUW1CMMvtvyd4wd8H3okvSBzqYthtr_sdSiaSgmJC9u1lua9x6DBmxiFPP6iPmZrF7LlF__I0wPlZnmarDf8X7dEEIc-fRLjrQJlErz0fkz/s1600/shot400.png" imageanchor="1"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiOtdH0GFIUhYSL0rbF6k-fNwzvp0jcgUUerPUW1CMMvtvyd4wd8H3okvSBzqYthtr_sdSiaSgmJC9u1lua9x6DBmxiFPP6iPmZrF7LlF__I0wPlZnmarDf8X7dEEIc-fRLjrQJlErz0fkz/s320/shot400.png" width="320" /></a><br />
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Rest assured, despite our silence, we are hard at work on our games and hope to finally complete both very soon!<br />
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As for myself, I've been under the radar lately (trying to get into an IT position at the hospital I work at here in town) -- but with my daughter starting school I've finally been able to have free time again to focus on game development. With us hiring another programmer, I feel I can take a small step back from coding the technology and re-insert myself into the game design process.<br />
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We sincerely thank you all for being patient and believing in us as we continue to work on nothing short of greatness!<br />
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Yours,<br />
-Cora (and the Isotope SoftWorks team)<br />
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<br />Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com0tag:blogger.com,1999:blog-5538033724549113692.post-77290870885219448862017-06-05T01:15:00.006-07:002017-06-05T01:15:53.497-07:00SLaVE 2017 Dreamcast Footage<div class="separator" style="clear: both; text-align: center;">
<iframe width="320" height="266" class="YOUTUBE-iframe-video" data-thumbnail-src="https://i.ytimg.com/vi/kI2xRn79-7U/0.jpg" src="https://www.youtube.com/embed/kI2xRn79-7U?feature=player_embedded" frameborder="0" allowfullscreen></iframe></div>
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Before I get attacked over this -- yes, I know the video is terrible quality. I don't own a capture card, not any sort of device to accurately record video. So I figured...this is the next best thing ;)</div>
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Pre-Order SLaVE while you can!! It'll be out before you know it!</div>
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Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com0tag:blogger.com,1999:blog-5538033724549113692.post-61542690435773465182017-01-29T15:43:00.002-08:002017-01-29T15:52:34.393-08:00What REALLY happened with SLaVE on Sega Dreamcast<table align="center" cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><img height="400" src="https://www.goatstore.com/photos/Sega/Dreamcast/372087_SLaVE-Limited-Edition-[Preorder]__00.png" style="margin-left: auto; margin-right: auto;" width="400" /></td></tr>
<tr><td class="tr-caption" style="text-align: center;">What REALLY happened to SLaVE ;)</td></tr>
</tbody></table>
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<b><u>DISCLAIMER</u></b>: <i>We love <b>Dreamcast Today</b>, they have always been hugely supportive of our titles in the past and we mean no ill will in this post. It is simply a <a href="https://dreamcasttoday.wordpress.com/2017/01/25/just-what-is-going-on-with-slave/">response to an article</a> they posted on their website. Keep the dream alive Today, guys! :-P</i><br />
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So, <i>my response</i> to that will be copied down, along with some additional thoughts in a later post:<br />
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<blockquote class="tr_bq">
<blockquote class="tr_bq">
<span style="color: purple; font-family: "courier new" , "courier" , monospace; font-size: x-small;"> </span><span style="color: purple; font-family: "courier new" , "courier" , monospace; font-size: xx-small;"> </span><span style="color: purple; font-family: "verdana" , sans-serif; font-size: xx-small;"> It was not so much the game, that part was finished. What mostly killed our ambitions of a quick port was KallistiOS and KallistiGL completely changing (as it happens with software evolution, nowhere near their fault), and our own engine changing over the past few years.<br /> <br /><br /> If you remember, Chui and myself, <i>many years ago</i>, got EDGE running on the Dreamcast with no issues. SLaVE was developed with a newer version of my engine, but it wasn’t so new that we didn’t expect the time to take to port would be so long.Rather, it has evolved into us submitting patches to KOS, and several work-arounds to get the hardware and toolchain “talking” to an extent. There were many things that we had to reduce and completely refactor (it was not as easy as we had initially hoped) and, finally, we are on the last leg — flushing out Video RAM; which also changed with KOS 2.0.<br /> <br /> Combine that with an army of programmers, myself included, getting the thing to run without overflowing became a nightmare. We are finally at the point where we just need to handle VRAM auto-flushing, and the game will be ready.It was either that, or ship it in a very unreliable state. We are sorry to have stayed silent for so long, but with many of us encountering life-changing situations the last two years, it seemed we could only work on it here-and-there while real life took utmost priority. Luckily, things have became a bit more sane, and now we are hoping to get it done with the level of quality you would expect for a commercial release.<br /> <br /> We could have done this much sooner, <i>sure,</i> but we wanted to do what we could to prevent random (sometimes, it wouldn’t even happen) video RAM overflows and other potential issues our customers could have faced.So please, be patient — we are gearing up to get it done, and once it does our engine will surely become a viable platform for other DC developers, and SLaVE itself will be more than worth the wait.</span></blockquote>
</blockquote>
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So, we hope that clears up the confusion about SLaVE's prolonged porting time. It has indeed taken much longer than anticipated. I will be more forthcoming to issues that plague us in the future.<br />
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<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhy6ZpRAiLYBDXAD_qj5JPewMAl6dRAJZPYq2jcwCwcQMHL7NDECwbJ5Ykgvn6UepbfqvWmkFlyKEmkX2hBetJnk0WAyh2agnesIkAgSgtqH0DbodUdcfBQcVOBN0JxRAdR6ID1wgvH1EBT/s1600/Sculpty%2521.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhy6ZpRAiLYBDXAD_qj5JPewMAl6dRAJZPYq2jcwCwcQMHL7NDECwbJ5Ykgvn6UepbfqvWmkFlyKEmkX2hBetJnk0WAyh2agnesIkAgSgtqH0DbodUdcfBQcVOBN0JxRAdR6ID1wgvH1EBT/s200/Sculpty%2521.png" width="174" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Hi-Res WIP shot of Feolina from HT!</td></tr>
</tbody></table>
The "army of programmers" I speak of was the regular 3DGE team (which permanently and prominently features Chilly Willy), but Josh "PH3NOM" Pearson, who was also part of the crew tasked to port it, before he left and started his great-looking project "<i><b>In the Line of Fire</b></i>". So, with people coming and going, especially since we relied so heavily on PH3NOM to help fix-up our KGL issues, things just naturally took much longer. But he's still our buddy, and I hope he brings that project to my team after SLaVE is finished and gone Gold so we can help him finish it up, without the hassles of a Kickstarter! ;)<br />
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For now, check out our Facebook here really soon for a collection of new Hypertension development shots, as well as an eventual video of SLaVE running on real hardware, on a VHS TV combo. I lost my AV cables and can't find my VGA one either (my daughter probably ran off with it), so just stay tuned!<br />
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We also have an interview coming soon that is more of a "Tell-All" -- you won't want to miss it, and we'll post it here first when it comes up! xD<br />
<br />
Take care, love you all! <3 p=""><br />
-<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhB6sLweS23W95m4u8aTds-OiLJeDgSJjjWxZwT31KI0_vIct-_RFY42hK_jLg4A69wOxVtBH0zKZS_gEgokRLM9ER0poR8-44V6xnR-KJqBIhzWVEFJSZCvFa2meDRUK9EoWNhQdS973y3/s1600/IMG_20170124_162400.jpg" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhB6sLweS23W95m4u8aTds-OiLJeDgSJjjWxZwT31KI0_vIct-_RFY42hK_jLg4A69wOxVtBH0zKZS_gEgokRLM9ER0poR8-44V6xnR-KJqBIhzWVEFJSZCvFa2meDRUK9EoWNhQdS973y3/s200/IMG_20170124_162400.jpg" width="150" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;"><div style="font-size: medium; text-align: start;">
-Coraline</div>
<div style="font-size: medium; text-align: start;">
Isotope SoftWorks</div>
</td></tr>
</tbody></table>
</3>Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com0tag:blogger.com,1999:blog-5538033724549113692.post-90492972397382269042016-07-21T21:41:00.002-07:002016-07-21T21:41:27.197-07:00July 2016 Minor Progress UpdateHi all, so we have been a bit silent lately on what we are up to, but<br />
as for myself, I have been busy playtesting SLaVE and getting the kinks<br />
worked out with Chilly -- it's nearly done guys! The game just "screams"<br />
Dreamcast now! On top of that, we can verify that we have really cool<br />
additions, like rumble-pack support!<br />
<br />
As soon as I get a-hold of a decent camera, I'll have one of my team members<br />
from Hypertension head over so we can record a live, in-game, on-hardware<br />
presentation of SLaVE!<br />
<br />
As for Hypertension, there is a giant announcement and even more amazing<br />
material that we have to offer, just give us another month before we make<br />
that update -- but I <b>promise</b> you all, we will not disappoint our hardcore<br />
fans! <b><i>The game is FAR from dead</i></b> -- we have a very talented and dedicated<br />
team that continues to believe in it, and I can't wait to show you all the<br />
fruits of our labor! tl;dr: it's gonna knock your socks off!<br />
<br />
Just remember, we aren't getting paid for any of our projects aside from<br />
donations -- this gives us the advantage of taking as much time as we need<br />
fine-tuning and polishing what matters most. Trust us when we say that we<br />
will deliver -- just hang in there!<br />
<br />
You are all invited to <a href="http://tdgmods.net/smf">register at our forum boards</a> to talk about the latest,<br />
greatest, and even get a sneak-peek at what we are up to!<br />
<br />
Thank you all for your wonderful support!<br />
<br />Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com2tag:blogger.com,1999:blog-5538033724549113692.post-52228904340176802422015-12-05T15:47:00.003-08:002015-12-05T15:47:56.278-08:0012.2.2015 - Developer DiaryWell, here we are again. A month short of another year, of promises yet to be fulfilled.<br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaTB8DiJdOV82i20JGepX_wb_AF2cVD_lZoo6cY1URLfGdryp-rpM7qSQ85u-HlUqjPkELLUI3JuN0ehiLE2KAsHOKr8qP78gkidvMVhBnmdzWkJegEIYuxPrWPYB74D4Ec9t6ev2P5n9F/s1600/feoline_newwallpaper.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="180" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgaTB8DiJdOV82i20JGepX_wb_AF2cVD_lZoo6cY1URLfGdryp-rpM7qSQ85u-HlUqjPkELLUI3JuN0ehiLE2KAsHOKr8qP78gkidvMVhBnmdzWkJegEIYuxPrWPYB74D4Ec9t6ev2P5n9F/s320/feoline_newwallpaper.png" width="320" /></a><br />
I wanted to, I don't know, write a little bit here and let everyone know how we're doing, and what the status is on Hypertension. Don't worry - everything is in order, but I feel that I should explain myself a little here. Get ready for an ultimate ramble of incredible text! ;)<br />
<br />
Normally, when working on something like a modification for a game, there's not much pressure there. You are doing it for yourself, for your own amusement and for nobody else's. The project gets a couple of "cools" and some fans. A few years later and its one of the most anticipated releases for the Dreamcast console.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDkQRwcQrRKNc3KR8G9xFvCuY0i8qEiJDGfBkXK3nBGhgR9c3Sy1aDjpL5Y2f87RX8ihHsTZPjjTFF20NQ1OSxZ7HtCbAZrCTV3t8Y5QJwUPztcBLvn_aatLtj_M90F7iJLrhbIyd3jXIH/s1600/shot55.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="125" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgDkQRwcQrRKNc3KR8G9xFvCuY0i8qEiJDGfBkXK3nBGhgR9c3Sy1aDjpL5Y2f87RX8ihHsTZPjjTFF20NQ1OSxZ7HtCbAZrCTV3t8Y5QJwUPztcBLvn_aatLtj_M90F7iJLrhbIyd3jXIH/s200/shot55.png" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Older screen showing 2 player!</td></tr>
</tbody></table>
That sort of fits my description of the last 6.5 years of Hypertension's development. But you all know the story - started in 2008, Atari pulled the plug in 2011, we retrofitted it in 2013, then underwent a rewrite in 2014. For those of you who actually got to beta-test (and still own) a copy of Hypertension 2008, I would love to hear your memories and coolest moments from that.<br />
<br />
Okay, so what about 2015?<br />
<br />
2015...just...what a year. Good, bad, it's all there. But this year was definitely our year - the game evolved greatly as the game was being built and visually, it shows.<br />
<br />
But we did not set any release dates this year like we did the years prior. In fact, I would say that this year has been our quietest year on record so far. In light of the tragedies the world has faced, we just simply don't have much to say.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6n6xjv8ZEIDaTUFIIewoEJOcsozt8fQigPBLz25eE_gqgVFNAwcshwBXnTuXNKY2GTtlBSrrqKkjAYseWIpQSB_IxIo6GKLkhJZrIcu_Sio6QIGC5_lIpYrWlTOvK3J9_qMtb7Zw7oRS3/s1600/ECM1.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh6n6xjv8ZEIDaTUFIIewoEJOcsozt8fQigPBLz25eE_gqgVFNAwcshwBXnTuXNKY2GTtlBSrrqKkjAYseWIpQSB_IxIo6GKLkhJZrIcu_Sio6QIGC5_lIpYrWlTOvK3J9_qMtb7Zw7oRS3/s200/ECM1.png" width="177" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">PICK UP THE SOAP</td></tr>
</tbody></table>
This, of course, does not mean development has halted by any means. It simply, to put it bluntly, is a result of our publisher. That modification I mentioned in the second paragraph is now a commercial project with investment.<br />
<br />
Sure - could we have just simply re-skinned the 2008 version and made lots of money? Absolutely! You can see this effort in the Midwest Gaming Classic 2014 trailer and the reaction we got! Despite me growing unhappy with it, the fans really ate it up. Eugene Jarvis really liked that version of the game - fucking Eugene, man!<br />
<br />
But something wasn't settling right. Even though we were converting into 3D and using a newer version of our 3DGE engine, it didn't feel like the game I wanted to make anymore. The decision to restart development came at a time when we were working on the <i>other</i> game, SCOURGE, in 2010-2011.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEin1FzZ5gc4PzezoS5EoTlQSYFqnOTiOEPMIO0bQe7RXn8RqhAWptTftM-ZHCTPkHlLijJ7W_RvTiKhSZN_kKL0yVn2H7A04_0FAjhdfdCoVkPtKIJ9QWnT-Bxrz9pMgFuJks_-7R8GL_SW/s1600/%255E6FED8741674C757E430B3AA96BDE4906C02C0D99A52EDE2543%255Epimgpsh_fullsize_distr.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="320" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEin1FzZ5gc4PzezoS5EoTlQSYFqnOTiOEPMIO0bQe7RXn8RqhAWptTftM-ZHCTPkHlLijJ7W_RvTiKhSZN_kKL0yVn2H7A04_0FAjhdfdCoVkPtKIJ9QWnT-Bxrz9pMgFuJks_-7R8GL_SW/s320/%255E6FED8741674C757E430B3AA96BDE4906C02C0D99A52EDE2543%255Epimgpsh_fullsize_distr.jpg" width="177" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">WIP with normal/bump maps</td></tr>
</tbody></table>
Scourge, however, faced lots of issues with both the creative team and the programmers, and we simply could not have gotten it done with those issues. Too many egos and a dysfunctional development schedule really hampered our efforts and got in the way of the process. Even though that game saw considerable effort for a year of development (and on a much newer engine), I ultimately approached GOAT again with the situation.<br />
<br />
They suggested we retool Hypertension and release it - after being cleared of the Atari mess, they wanted us to go back to the game that started it all. So we did.<br />
<br />
But there was a catch: we couldn't use any existing assets, so...ENTER THE THIRD DIMENSION! BECAUSE SCIENCE!! Unfortunately, that took much more effort than we originally estimated.<br />
<br />
Fast forward (or, rewind) to the beginning of 2015...the game was coming together with a brand-new team (save for Jason, who's had much more patience than I can ever dream of mustering). However, my responsibilities were mounting.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUmltpIkFxZlWM8OeVxws82nr2b3dADE7cVB1hjGCtKZC5_qLWy3FwDHhYX870qajvqUgxmKKmCnWUvDEokv8m5xC7ohyphenhyphenk_TVU5KeH4NoA2sNwbGmN-tkpg8PT3jCL5jB-WKyiaSuTJkBG/s1600/ZB1.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjUmltpIkFxZlWM8OeVxws82nr2b3dADE7cVB1hjGCtKZC5_qLWy3FwDHhYX870qajvqUgxmKKmCnWUvDEokv8m5xC7ohyphenhyphenk_TVU5KeH4NoA2sNwbGmN-tkpg8PT3jCL5jB-WKyiaSuTJkBG/s200/ZB1.png" width="132" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Yo Dawg. . .</td></tr>
</tbody></table>
Being the sole coder (at the time) of both the game engine and game logic was starting to hamper my ability to use my own creative imagination. The game's design was a mess of ideas gathered from 2008, Scourge, and tons of rewrites in between. Not to mention Jay Townsend's excellent SLaVE which I became involved in, I decided to bite the bullet and hire a principal designer for Hypertension.<br />
<br />
The first two guys that contracted with us did excellent work. They came up with elaborate designs based on a skeleton document I managed to cobble together. Pages and pages of stuff...and at least 5 revisions between them both. But, as the team was really fusing together and making this fun again, I started paying attention to the actual design.<br />
<br />
Not having to be in charge of that stuff and lead the technical side is a dream come true! But it truthfully became a nightmare, because the design documents were nothing like I wanted. Out of frustration, one team member quit and another was re-assigned. Once again, it felt like things were falling apart.<br />
<br />
Then Connor Linning came along, the guy that really changed everything. Here was a fine gentlemen who developed games (Overlooker: get it!), composed music, and was really into horror - something the last two contractors sorely lacked. He instantly clicked with our team and myself. We share much of the same twisted sense of humor and design goals, so it only became natural to eventually appoint him in charge of the story and design.<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIy61LTlmFnk9PJLiIGviCnx3v1fINuUuwqxlazoKF9b9zeHI7ZcbI_QBjfHlJitwRvUSdyH7hPiW0k-3-O3nDgi_4bNNlODLuARm7G-OvKkkpTHvEOvN2BxZ4wtsYaujZLQci1wI38m5V/s1600/shot37.jpg" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgIy61LTlmFnk9PJLiIGviCnx3v1fINuUuwqxlazoKF9b9zeHI7ZcbI_QBjfHlJitwRvUSdyH7hPiW0k-3-O3nDgi_4bNNlODLuARm7G-OvKkkpTHvEOvN2BxZ4wtsYaujZLQci1wI38m5V/s320/shot37.jpg" width="320" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Sanity Meter...a new addition to the game.</td></tr>
</tbody></table>
And what a payoff that was! As soon as that happened, we hired another programmer - Damir. What a technical genius - he was able to pump out, and continues to, enhance our engine for a newer generation of gamer. Not only does it look prettier, but we now have support for bump maps, specular maps, and per-pixel dynamic lighting. It makes all the difference in the world!<br />
<br />
So with both bases covered - design and engine - I was ultimately able to take back control of the development process. For the first time and ever since then, I feel like my game is coming together the way I want it. After all these years, things are finally moving into place. Add our amazing 3D and level designers to the mix and we have one hell of a game.<br />
<br />
Hypertension: Harmony of Darkness is truly becoming one of the greatest achievements of my life. Seeing something that you cobbled together in 2008 stand on its own legs in innovative ways is really stunning. It went from being a remake to a copycat to a original piece of work. It's invigorating!<br />
<br />
So now all of that circles back around to - well, when will the damn thing be finished?!<br />
<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: left; margin-right: 1em; text-align: left;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiM84Kru4j6tLu4AmQWjSi7z174-5Ilw6Vtug6uj1Z6qvrEU2nddsAcIBZJ7_V-h4qFUR634xL7vlbTyQWwAOZ8Nk_MWad9oF7CvNsam6c07RSYJhRqKc7FAVlnXdwdvVzpcRWGyInlIy2l/s1600/CB1.png" imageanchor="1" style="clear: left; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiM84Kru4j6tLu4AmQWjSi7z174-5Ilw6Vtug6uj1Z6qvrEU2nddsAcIBZJ7_V-h4qFUR634xL7vlbTyQWwAOZ8Nk_MWad9oF7CvNsam6c07RSYJhRqKc7FAVlnXdwdvVzpcRWGyInlIy2l/s200/CB1.png" width="176" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">He just wants a kiss!</td></tr>
</tbody></table>
<i>When</i>, indeed! Things are going so great and coming together that we are really taking our time with it. We don't show as much media or videos as I did in the earlier days, but what an evolution. Every time I post a new video they get so much love and excitement.<br />
<br />
But now we are in the phase where serious development is taking place, the point of game development that requires absolute concentration and coordination. Long hours, juggling jobs and children and projects has taken its toll on my team and myself. But it's not in vain - we are working extremely hard to deliver.<br />
<br />
<br />
Sometimes that means sewing up your lips and cutting off communication with the world. A development process that I was never a fan of until recently. Quiet time is what gets us going, and for good reason.<br />
<br />
What we have is not just a game, not just a Blood remake or a 90's first person shooter. A deep, personal and emotional plot lay the foundation for a game that employs stellar graphics and sound design. Something fun, enjoyable, and lasting.<br />
<table cellpadding="0" cellspacing="0" class="tr-caption-container" style="float: right; margin-left: 1em; text-align: right;"><tbody>
<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvtaG6RClKgr28DP4isSMclnV-nGGM1FeoIohY3p4Ak1wCgNQLGZe795VD8GcFbKjRFOfsIzpGrsO2L6Ly0aZEaS0K3eTyffHiPo2BAFwYAb5z5OO0rNWxJS8NIBnh2JRig6kSQ58JS-A5/s1600/PWF1.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhvtaG6RClKgr28DP4isSMclnV-nGGM1FeoIohY3p4Ak1wCgNQLGZe795VD8GcFbKjRFOfsIzpGrsO2L6Ly0aZEaS0K3eTyffHiPo2BAFwYAb5z5OO0rNWxJS8NIBnh2JRig6kSQ58JS-A5/s200/PWF1.png" width="127" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">*squeeze*</td></tr>
</tbody></table>
<br />
So, are we waiting then? Yes. While our engine is irrevocably nearing the end of its major features, the game itself is wholly different from the previous version. It's not just a shooter. It's a psychological thriller played from first-person...gunplay, survival-horror, and classically emulated.<br />
<br />
We hope we can show off something either this Christmas or New Years. The MGC 2016 is in the early part of that year as well.<br />
<br />
But as I've said before, because I'm a broken record...we have no budget. No kickstarter. No funding to speak of. I save whatever pocket change I can muster and send it off to my team members - hardware, currency...whatever I can do to keep us motivated.<br />
<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhb0vZtlVXjyQH8id-pKlwy4XvdqqSy8R17zWg5xRnHWwfYmqHXhhOQYqRZ5aeuiV32_zZPv8KduK3HlpeNztjTUYc7vXUxLezp6GN6x_LXhAq6axr0HYrAEua48KGky4FmOh4JpjDqwbCm/s1600/1443158523117.png" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhb0vZtlVXjyQH8id-pKlwy4XvdqqSy8R17zWg5xRnHWwfYmqHXhhOQYqRZ5aeuiV32_zZPv8KduK3HlpeNztjTUYc7vXUxLezp6GN6x_LXhAq6axr0HYrAEua48KGky4FmOh4JpjDqwbCm/s200/1443158523117.png" width="150" /></a>It's slowly becoming less about the fans and media attention. I'm truly connecting with my videogame again, and it's finally fun. After these last few years of doubts and hard work, I'm home.<br />
<br />
Please don't lose faith in us. Know that <i>we know</i> we're making one of the most ambitious and highly anticipated games for the system, pushing it graphically and poetically beyond anyone's dreams, even my own.<br />
<br />
I have rambled enough. I hope you guys have found this interesting. Even though it was a bunch of text with pretty pictures. Going on camera is fun and all, but sometimes they say the way way to get it out of your system is to write it down.<br />
<br />
<br />
Okay, I'm out. There's a game to finish! Remember - we love all of you! Positive vibes! Make sure to check our our Facebook page and get involved at our forums! <3 p=""><br /></3>Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com5tag:blogger.com,1999:blog-5538033724549113692.post-36881153860349060882015-05-24T15:19:00.001-07:002015-05-24T15:19:41.510-07:00Hypertension: HoD 5/24/15 Developer Preview [Caustics]<iframe allowfullscreen="" frameborder="0" height="344" src="https://www.youtube.com/embed/B3E3RSC8Tdg" width="459"></iframe>Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com0tag:blogger.com,1999:blog-5538033724549113692.post-62537930340727248822014-11-05T21:19:00.001-08:002014-11-05T21:19:18.927-08:00ISOTOPE VLOG #1<a href="https://www.facebook.com/permalink.php?story_fbid=824746940901430&id=232903863419077&notif_t=like">Visit our Facebook post for more information! </a><br />
<br />
<div class="separator" style="clear: both; text-align: center;">
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<br />Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com0tag:blogger.com,1999:blog-5538033724549113692.post-31990589435764130822014-06-15T16:51:00.000-07:002014-06-15T16:51:29.323-07:00Introducing Nick Gibson<div class="separator" style="clear: both; text-align: left;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi76KD_lvAVNldXZ222OMpnmWrmpTROkdJexU_oAqEQQf9ZoE06brqYwGN_3XUgk7UBRkEUK9jfSSCnrFRTmRFQj6ZFocsfa0PHgYQa1O9kjL3wXHBDBgnRfwDEiXHnQ4H0SwwAzMbbBB2S/s1600/2014-02-24+21.46.59.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi76KD_lvAVNldXZ222OMpnmWrmpTROkdJexU_oAqEQQf9ZoE06brqYwGN_3XUgk7UBRkEUK9jfSSCnrFRTmRFQj6ZFocsfa0PHgYQa1O9kjL3wXHBDBgnRfwDEiXHnQ4H0SwwAzMbbBB2S/s1600/2014-02-24+21.46.59.jpg" height="150" width="200" /></a></div>
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<span style="color: #0000ee;"><u>!</u></span>Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com2tag:blogger.com,1999:blog-5538033724549113692.post-54861092988940870272014-06-04T17:28:00.001-07:002014-06-04T17:28:25.713-07:00Poking my brainHey 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.<br />
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<tr><td class="tr-caption" style="text-align: center;">One of the first logo Posters</td></tr>
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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.<br />
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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.<br />
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<tr><td style="text-align: center;"><a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXzlWL8hTG2MV8rqWeQnBba6HwJnIpaR2_9XUwZSpHPn0bCuMt6nrtI5LpioSOE6cSE0DjR59FNVGE6QCx3Xrdo1BFy5iceHPhyphenhyphenaBm6scCuI_N6vgSNtt7QeEuX5K1wWmkIAIuYDBXfVPV/s1600/HUD2.png" imageanchor="1" style="clear: right; margin-bottom: 1em; margin-left: auto; margin-right: auto;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhXzlWL8hTG2MV8rqWeQnBba6HwJnIpaR2_9XUwZSpHPn0bCuMt6nrtI5LpioSOE6cSE0DjR59FNVGE6QCx3Xrdo1BFy5iceHPhyphenhyphenaBm6scCuI_N6vgSNtt7QeEuX5K1wWmkIAIuYDBXfVPV/s1600/HUD2.png" height="150" width="200" /></a></td></tr>
<tr><td class="tr-caption" style="text-align: center;">Old screen from 2008</td></tr>
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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.<br />
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<tr><td class="tr-caption" style="text-align: center;">Pineapple in 2009 filming</td></tr>
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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.<br />
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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.<br />
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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.<br />
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<tr><td class="tr-caption" style="text-align: center;">Box-Art from 2010</td></tr>
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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.<br />
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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.<br />
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<tr><td class="tr-caption" style="text-align: center;">Isotope Softworks, LLC. </td></tr>
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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.<br />
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I just hope it meets all of your expectations when we ship it. Until next time, readers.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjt9weMfKaC5isgC66NCuqn7hqvwkJ-HW3H4UU2cbG3rD2fT3882ye2CFIslsk17bAC0bZBCygV6JI9DSG35d-Et2gfhQxqVgTAixMCDIl6-jNWZrZ0N4trQgedyP_EhEaG199Ha5trUVU5/s1600/IMG_20140115_145902_326.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjt9weMfKaC5isgC66NCuqn7hqvwkJ-HW3H4UU2cbG3rD2fT3882ye2CFIslsk17bAC0bZBCygV6JI9DSG35d-Et2gfhQxqVgTAixMCDIl6-jNWZrZ0N4trQgedyP_EhEaG199Ha5trUVU5/s1600/IMG_20140115_145902_326.jpg" height="200" width="112" /></a><br />
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-Corbin A.</div>
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Lead Designer, Hypertension: Harmony of Darkness</div>
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Isotope Softworks</div>
Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com2tag:blogger.com,1999:blog-5538033724549113692.post-45379301410733377112014-02-19T20:15:00.001-08:002014-02-19T20:15:14.914-08:00Harmony of Darkness - New Screen<div class="separator" style="clear: both; text-align: center;">
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh31NNAPMx3OJLKKlMYEXPWXZSOc_gaftaVxmruNZoBe7BDQ4z8Uj3Wfb0Em0AupEHz0cySogUTpU26hvE0oNHt0OFDYtTIYkCEskgkZza0nNjZFWqOZ3_NKKZzvWGojFI20X2dZsOG1KOb/s1600/Hyper.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh31NNAPMx3OJLKKlMYEXPWXZSOc_gaftaVxmruNZoBe7BDQ4z8Uj3Wfb0Em0AupEHz0cySogUTpU26hvE0oNHt0OFDYtTIYkCEskgkZza0nNjZFWqOZ3_NKKZzvWGojFI20X2dZsOG1KOb/s1600/Hyper.jpg" height="240" width="320" /></a></div>
<b>He's back, in FULL 3D and hungrier than ever! How will you "feed" him? </b><br />
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<b>Hypertension: Harmony of Darkness is coming for PC and Sega Dreamcast Q4 2014!</b>Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com0tag:blogger.com,1999:blog-5538033724549113692.post-32420985977453008372014-02-05T13:14:00.002-08:002014-02-05T13:41:26.392-08:00Updates!<span style="background-color: black; color: white;"><span style="font-family: 'lucida grande', tahoma, verdana, arial, sans-serif; font-size: 13px; line-height: 18px;">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! </span><i class="_4-k1 img sp_94xp3f sx_b78568" style="background-image: url(https://fbstatic-a.akamaihd.net/rsrc.php/v2/yp/r/plF79_ezagu.png); background-position: -247px -71px; background-size: auto; display: inline-block; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif; font-size: 13px; height: 16px; line-height: 18px; vertical-align: -3px; width: 16px;"></i></span><br />
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<span style="font-family: 'lucida grande', tahoma, verdana, arial, sans-serif; font-size: 13px; line-height: 18px;">We have already blasted off to our freelan</span><span class="text_exposed_show" style="display: inline; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif; font-size: 13px; line-height: 18px;">cers 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!<br /><br />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!</span></span><br />
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<span class="text_exposed_show" style="background-color: white; color: #333333; display: inline; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif; font-size: 13px; line-height: 18px;"><br /></span>Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com0tag:blogger.com,1999:blog-5538033724549113692.post-56995311518021518162014-01-09T18:42:00.003-08:002014-01-09T18:43:27.474-08:00January GOAL update! $20 in, $20 left!<span style="background-color: white; color: #333333; line-height: 18px;"><span style="font-family: Courier New, Courier, monospace; font-size: large;">JANUARY GOAL UPDATED! </span></span><br />
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<span style="background-color: white; color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif; font-size: 13px; line-height: 18px;">We want to give a personal thanks to</span><span style="background-color: white; color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif; line-height: 18px;"> Björn Tasto from Germany</span><span style="background-color: white; color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif; font-size: 13px; line-height: 18px;"> for donating <b><i>$20 of our projected $40</i></b> 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!</span><br /><span style="background-color: white; color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif; font-size: 13px; line-height: 18px;"><b>Join us in thanking Björn Tasto again for his selfless contribution to our games! We appreciate it!</b></span><br />
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<span style="background-color: white; color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif; font-size: 13px; line-height: 18px;">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!<b> </b></span><br />
<span style="background-color: white; color: #333333; font-family: 'lucida grande', tahoma, verdana, arial, sans-serif; font-size: 13px; line-height: 18px;"><b><br /></b></span>Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com0tag:blogger.com,1999:blog-5538033724549113692.post-21356519735162486182014-01-08T14:05:00.001-08:002014-01-08T14:19:16.307-08:00Donation System is Live: Please ReadHi everyone,<br />
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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.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyZqin2qKG411URo1GcbCx6LyYTS2nf5SMK7s3A2QlQy-P_PyW8VFugKOk7YVS_nFXcNyTP65k1ps59osIhK5WOD_pAfjUsGm-u0vq7svJzqEbwkG_ak1JVN61mtj05VyN3rW_a8bSwcG2/s1600/1383269_700504883294183_704614544_n.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiyZqin2qKG411URo1GcbCx6LyYTS2nf5SMK7s3A2QlQy-P_PyW8VFugKOk7YVS_nFXcNyTP65k1ps59osIhK5WOD_pAfjUsGm-u0vq7svJzqEbwkG_ak1JVN61mtj05VyN3rW_a8bSwcG2/s1600/1383269_700504883294183_704614544_n.jpg" height="200" width="132" /></a>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!<br />
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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.<br />
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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!<br />
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<b><span style="color: red; font-family: Courier New, Courier, monospace;">THIS MONTH - JANUARY 2014</span></b><br />
<b><span style="color: red; font-family: Courier New, Courier, monospace; font-size: large;">FREELANCE ARTIST FUNDRAISING GOAL</span></b><br />
<b><span style="color: red; font-family: Trebuchet MS, sans-serif; font-size: large;">$40</span></b><br />
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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.<br />
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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.<br />
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Thanks for your continued support!<br />
-Corbin A.<br />
Project Manager, SCOURGE<br />
Isotope StudiosCorbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com0tag:blogger.com,1999:blog-5538033724549113692.post-71951193951168422022013-08-07T16:04:00.001-07:002013-08-07T16:33:30.937-07:00Co-Founder: Personal Reflections, and how you can help get involved<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQWW_HQfTQMK9W2TqsErOI0NPbbKixHnPdmFs-Oi2HNXE4F-dEl6HNzH1-VzZjwqJsWYEs-0dnZuZSgT6fbyrYDbMBdNNnUfStO1-fvRS4wJy0-kjiXMrmeQChForFW6BeAk90qkSVj6aE/s1600/kmquake2_072.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjQWW_HQfTQMK9W2TqsErOI0NPbbKixHnPdmFs-Oi2HNXE4F-dEl6HNzH1-VzZjwqJsWYEs-0dnZuZSgT6fbyrYDbMBdNNnUfStO1-fvRS4wJy0-kjiXMrmeQChForFW6BeAk90qkSVj6aE/s200/kmquake2_072.jpg" width="200" /></a>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.<br />
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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.<br />
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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.<br />
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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.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXwdjX0XWWyLTAT-20ccvdArtfxcJrdQopJMxDMKRm0Costmq473nG05m7Nwitmw-OtH2QYKSf6G9Zi5FFt6qrHiyktpVJtL5GIj3vI5nkbXteTdfWYpsdf6hyphenhyphen7_NqN1vuZ5AjFruH1mPB/s1600/shot01.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgXwdjX0XWWyLTAT-20ccvdArtfxcJrdQopJMxDMKRm0Costmq473nG05m7Nwitmw-OtH2QYKSf6G9Zi5FFt6qrHiyktpVJtL5GIj3vI5nkbXteTdfWYpsdf6hyphenhyphen7_NqN1vuZ5AjFruH1mPB/s200/shot01.jpg" width="200" /></a></div>
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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.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzOUOVl4P6Pe6Q6tFsfeK9kKkABAQSnZ9JNs62R84116ArC-ATnFzm4DSigTuHTIB6jm_vQOy5caDmTJHBcQSVtkgCTzd1Yu36vChyphenhyphenw2vczIKqQbuqJ_B4xLAqtvnvzG0bx-44ftrYcGyp/s1600/kmquake2_012.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="150" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhzOUOVl4P6Pe6Q6tFsfeK9kKkABAQSnZ9JNs62R84116ArC-ATnFzm4DSigTuHTIB6jm_vQOy5caDmTJHBcQSVtkgCTzd1Yu36vChyphenhyphenw2vczIKqQbuqJ_B4xLAqtvnvzG0bx-44ftrYcGyp/s200/kmquake2_012.jpg" width="200" /></a>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!<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhm9w32NKGNgTZNiyQEmM-rYQTx4aTmveZx0UtaBE8Xn7P75zT3M1TcdjnEZBTYO3jXOoo1fBUiOhZSnLD00Bkfx5mC_xbwgL2qg_qZwY_Voha1TfMbrdFE7tckE16QFiptxo-BrfNu26Fc/s1600/l_edff19ec10a54e6dac9a6dfbf414b5e7.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="200" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEhm9w32NKGNgTZNiyQEmM-rYQTx4aTmveZx0UtaBE8Xn7P75zT3M1TcdjnEZBTYO3jXOoo1fBUiOhZSnLD00Bkfx5mC_xbwgL2qg_qZwY_Voha1TfMbrdFE7tckE16QFiptxo-BrfNu26Fc/s200/l_edff19ec10a54e6dac9a6dfbf414b5e7.jpg" width="149" /></a>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!<br />
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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!<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6JmYuC1o2N1DGGdPtXTY-3Jhs6uUr8pC_ryv3K5XQeuRTCsGiET7ZEm3w6LpFiOpHksA4J3y1Vn4FfMspboEyKptA1mbBrbHvPA5N27Lj_7Ymi6dNIWW5TX8omeJSW2oB7QhMtyflKw14/s1600/dreamedge3.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" height="125" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEi6JmYuC1o2N1DGGdPtXTY-3Jhs6uUr8pC_ryv3K5XQeuRTCsGiET7ZEm3w6LpFiOpHksA4J3y1Vn4FfMspboEyKptA1mbBrbHvPA5N27Lj_7Ymi6dNIWW5TX8omeJSW2oB7QhMtyflKw14/s200/dreamedge3.jpg" width="200" /></a>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.<br />
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkZJsdUUuHsRdhqz5NRnnEhY_eo8HcryYT5F53pqX_rcXaZe-z4AA4mnoATbkHzCVXfOj7iqQozGKJq7hB529anS69SvEeVCAMF22axty4js2U20CD9rsIYA5UU34J5SG1cJEm8WLGDKJQ/s1600/1002511_715811675115148_1605729802_n.jpg" imageanchor="1" style="clear: right; float: right; margin-bottom: 1em; margin-left: 1em;"><img border="0" height="127" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjkZJsdUUuHsRdhqz5NRnnEhY_eo8HcryYT5F53pqX_rcXaZe-z4AA4mnoATbkHzCVXfOj7iqQozGKJq7hB529anS69SvEeVCAMF22axty4js2U20CD9rsIYA5UU34J5SG1cJEm8WLGDKJQ/s200/1002511_715811675115148_1605729802_n.jpg" width="200" /></a>So help us out and please spread the word - any inquiries can be sent to our <a href="https://www.facebook.com/pages/Isotope-TDGMods/232903863419077">Facebook</a> page, or my <a href="mailto:corbinne@gmail.com">personal email</a>. If you are also interested in our other project, <i>Hypertension: Harmony of Darkness (also for Sega Dreamcast)</i>, feel free to send us inquiries as well! We are always looking for help on that project, too.<br />
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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!<br />
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Thank you all for hearing my words, its the people like you that make this job of ours so much fun!<br />
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Stay fresh,<br />
-Corbin<br />
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Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com4tag:blogger.com,1999:blog-5538033724549113692.post-37891303838985494622012-12-06T14:39:00.004-08:002012-12-06T14:46:58.838-08:00Now OutSourcing: Texture ArtistThat's right! We're now looking to outsource some level textures for <span style="color: #e69138;">SCOURGE</span>, and if you think you have what it takes, then read on!<br />
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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.<br />
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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 <span style="color: #e69138;">256x256</span> 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. <br />
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<strong>This is urgent</strong>, 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, <span style="color: #e69138;">Scourge</span> 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.<br />
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We welcome any and all submissions - either head to our <a href="http://www.facebook.com/#!/pages/Isotope-TDGMods/232903863419077">Facebook</a> and drop us a line, or email us at:<br />
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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.<br />
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Thanks again everyone!<br />
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*EDIT: changed the email - it should have been .NET and not .COMCorbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com0tag:blogger.com,1999:blog-5538033724549113692.post-43354264790780177182012-11-23T13:21:00.002-08:002012-11-23T13:21:49.558-08:00Where's the pot of soup?<div style="text-align: center;">
Not here it seems. New screenshots of SCOURGE, also shown on our FB page, thought I would share them here as well. </div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7Eu3bNKOnfHAcPkppo1rC-fMbmPyfsreURqesYCSsw6hp00IGi84go_wKDbbyC5_oSlO7rJVJ415YrcBQFq5hvXUmakyBTT1v_FEVdrUucWbbfZm7zphSPqUlmln6I36_TXQ-0oXK3VZB/s1600/SCOURGE_screen5.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEh7Eu3bNKOnfHAcPkppo1rC-fMbmPyfsreURqesYCSsw6hp00IGi84go_wKDbbyC5_oSlO7rJVJ415YrcBQFq5hvXUmakyBTT1v_FEVdrUucWbbfZm7zphSPqUlmln6I36_TXQ-0oXK3VZB/s320/SCOURGE_screen5.jpg" width="320" /></a></div>
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And, you know what they say about walking Alone in the Dark!! ;)</div>
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<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPDFq-Ms7ZwJqsWIoHF9XPk7yC2zwZ6HRLUgdLwGiTVoiucq9wq3H1rva5aLpFsonmnerb6MPiMHHg_KDwiM93-9N-Rxmk2kWBzvtC3zYvO-dqc_kxV5SHtAJnK67SXi_w5j3k9EK3JMav/s1600/scourgescreen3.jpg" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEgPDFq-Ms7ZwJqsWIoHF9XPk7yC2zwZ6HRLUgdLwGiTVoiucq9wq3H1rva5aLpFsonmnerb6MPiMHHg_KDwiM93-9N-Rxmk2kWBzvtC3zYvO-dqc_kxV5SHtAJnK67SXi_w5j3k9EK3JMav/s320/scourgescreen3.jpg" width="320" /></a></div>
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Enjoy the new media, and remember to keep up with our development at our Facebook page! </div>
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On a side note, the <a href="http://edge.sourceforge.net/phpBB2">official EDGE forums</a> have closed for now, so if you need any support or help with your EDGE endeavors, be sure to visit our <a href="http://www.tdgmods.net/smf/viewforum.php?f=3">EDGE section</a> on our forums! </div>
Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com0tag:blogger.com,1999:blog-5538033724549113692.post-72451567018960990422012-10-23T15:36:00.001-07:002012-10-23T15:45:26.930-07:00Complicating Simplicity<div class="separator" style="clear: both; text-align: center;">
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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 "<i>Soldier of Fortune</i>" did! If that's not awesome, then, well you must not be cool or something. ;) I jest!</div>
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<span style="text-align: start;">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 <i>speaks</i> 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.</span></div>
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<span style="text-align: start;">That's what happens when <i>experience</i> meets change; change meets <i>progress</i>, and progress meets <i>determination</i>. 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.</span></div>
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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 y<i>ear-to-date</i> here!). </div>
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<a href="http://tdgmods.net/shot01.png" imageanchor="1" style="margin-left: 1em; margin-right: 1em;"><img border="0" height="240" src="http://tdgmods.net/shot01.png" width="320" /></a></div>
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Coming together is a beginning; keeping together is progress; working together is success. --Henry Ford</blockquote>
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PS: <i>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? <a href="http://www.facebook.com/pages/Isotope-TDGMods/232903863419077">Hit us up.</a></i>Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com1tag:blogger.com,1999:blog-5538033724549113692.post-57481353198076224492012-08-26T13:45:00.000-07:002012-08-26T13:45:26.598-07:00C Programmer Wanted!<div class="text_exposed_root text_exposed" id="id_503a896507c638483643920">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!<br />
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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 (<a href="http://tdgmods.net/smf" rel="nofollow nofollow" target="_blank">http://tdgmods.net/smf</a>) and let us know there. We really appreciate all of the help and support!</div>Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com1tag:blogger.com,1999:blog-5538033724549113692.post-76806680584733087732012-07-25T00:17:00.000-07:002012-07-25T00:17:32.273-07:00Helloo 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!<br />
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!<br />
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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.<br />
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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.<br />
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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. :)<br />
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BTW, I wanted to say that I haven't given up on <a href="http://edge2.sf.net/">Hyper3DGE</a> 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/<br />
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Anyways, just a little rant. Wanted to show my thanks to <a href="http://dcemulation.org/?title=Welcome_to_DCEmulation%21">DCEmulation</a>, 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 <a href="http://www.facebook.com/#!/pages/Isotope-TDGMods/232903863419077">Facebook page and "Like" us</a>! You can see exclusive screenshots and promo stuff that we don't show anywhere else! Be sure to register on our forums!Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com0tag:blogger.com,1999:blog-5538033724549113692.post-91515165631049497032012-06-09T17:22:00.004-07:002012-06-09T17:22:56.120-07:00Forums are back online!Alright guys, the<a href="http://tdgmods.net/smf"> forums are back online</a>! 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.<br />
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. <br />
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There IS an anti-spam question, though I don't think it should be ALL that hard...;)<br />
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See you all there!Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com0tag:blogger.com,1999:blog-5538033724549113692.post-90220091485342846452012-06-08T11:04:00.001-07:002012-06-08T11:04:46.172-07:00Host UpdateIt 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.<br />
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We appreciate everyone supporting us during this long transition.<br />
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See you there!Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com0tag:blogger.com,1999:blog-5538033724549113692.post-38191953890615565102012-05-06T00:30:00.000-07:002012-05-06T00:30:58.762-07:00How 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!<br />
<a href="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiseMZsP2wvoIMFOXo4wYHjNvJI0lFvNmSHPwe3ymNm5iz1QZm-5A8vJdTht8dDemCqhhHegmUnqj3SRUqsiVrqvE82YC8GKXSHIMnM2k7x7IXFERe1f3E0ozVvvOlo7FMzM61GDQbGX6ID/s1600/navbar-logo.jpg" imageanchor="1" style="clear: left; float: left; margin-bottom: 1em; margin-right: 1em;"><img border="0" src="https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEiseMZsP2wvoIMFOXo4wYHjNvJI0lFvNmSHPwe3ymNm5iz1QZm-5A8vJdTht8dDemCqhhHegmUnqj3SRUqsiVrqvE82YC8GKXSHIMnM2k7x7IXFERe1f3E0ozVvvOlo7FMzM61GDQbGX6ID/s1600/navbar-logo.jpg" /></a><br />
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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!Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com0tag:blogger.com,1999:blog-5538033724549113692.post-89453113419219642312012-01-18T13:59:00.000-08:002012-01-18T13:59:01.550-08:00Clearing 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.<br />
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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.<br />
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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.<br />
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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 <a href="http://forums.transfusion-game.com/viewtopic.php?f=3&t=2471">Transfusion forum thread</a> that I started.<br />
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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!)<br />
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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.<br />
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Should. Stay tuned!Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com4tag:blogger.com,1999:blog-5538033724549113692.post-30482965622740421532011-12-02T17:18:00.001-08:002011-12-02T17:18:27.945-08:00id Tech 2We are looking for anyone experienced in editing/modding/programming id Tech 2 for an upcoming project. If you are interested please <a href="mailto:tdgmods@3dfxdev.net">drop us a line</a>.Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com0tag:blogger.com,1999:blog-5538033724549113692.post-91116606266136692602011-09-10T16:32:00.000-07:002011-09-10T16:32:37.424-07:00New Name, Better GameAs some of you might have noticed, the logo up there has changed, along with the name of our beloved game.<br />
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The new name comes from our decision to scrap any copyrighted assets that the game had at one point to excercise our creativity with a new direction.<br />
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Fear not, as the gameplay you were looking forward to in Hypertension will still be retained, with all the violence and fast-paced action only a game like SCOURGE can deliver. <br />
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Get ready for a ton of new announcements and footage in the near future as we gear up to show off SCOURGE's new look for the first time!Corbinhttp://www.blogger.com/profile/00756590965065978096noreply@blogger.com6