Posted by deadite4 on Friday 05th of April 2013 06:09:50 PM.
If you couldn't tell from the title......we bring updates. It's clearly been a while since our last update, but we've been silently(and slowly) plugging away at our next release. Sometimes there's just no point in pointless drivel and the best choice of action is to work. All of our newer recruits never panned out, and some of our current members understandably have been pretty busy. Never the less....we work.
Our ever talented and dedicated lead mapper, Caffeine Freak, continues to map. Of our 8 total levels to be included in next release, 6 of them are more or less complete. 1 is blocked out well enough and the other currently being built. It's getting closer, but more is still needed. We are aiming for end of year, but it's still too soon to promise that.
We are standalone as previously posted. It's still pretty exciting as it was when we first broke our ties to Doom 3. We are fans, freely working on a free game, hopefully, for your future enjoyment of the Hexen world. With all of that being said though, we are actively looking for more talent to help us accomplish our goals in shorter time.
We'd love for some extra art help. Concept, 3D or 2D(in that priority of need) would be fantastic. We still have an active artist but someone to help him by creating concepts would go a long way in wrapping up some of our remaining static and weapon model tasks. A character artist would ultimately help for the future as well. Either way, we'd love to hear from you even if concept drawing is your main focus. Beyond art asset creation, we are always open to the other fields as well. Level designers of course, but even an extra programmer never hurts(especially if you are experienced in Linux and OSX).
Now the fun stuff! In our silence, we decided to break it with some game footage with new weapons and monsters in action in some of our new levels. We hope you enjoy it and the new music from Mystic Realmz! The more classic styled tunes have really been adding some great back drops to all of our levels. Enjoy!
Posted by deadite4 on Friday 07th of September 2012 07:00:53 PM.
Welcome to another update! After a relatively slow July, things have started to pick up steam again. Our cool new addition recently was the Porkalator finally taking shape. Gavlig rigged and animated the model and Solarsplace set up its code. It's quite the fun artifact! It's one of the biggest requests we had gotten since last release (right next to the Dark Servant) so many Hexen fans will be pleased to see it functional.
Also, just this past week, we have had a new artist join out team. Please welcome Wther! He's joined us as our resident 2d artist and has already dove right into things. Great to have him on board.
Posted by deadite4 on Saturday 23rd of June 2012 06:49:28 AM.
We update this month with a progress report of where the team is currently at. After giving away a few games through our Steam group and officially cutting our final attachments to Doom 3(ARB Shaders) in the last few months, the team talked a bit about our best path for our next release. We had some discussion, posted some pros/cons and ultimately came up with getting a release out sooner rather than later.
The next release was penned as all of the cleric's episode(3 hubs, 12 levels) and we've been working towards that since our previous release. It was a little too spread out, perhaps, to get such a larger release together in a suitable time frame. So with that we've decided to refocus a bit and push a next release of Hub 1 and 2(8 levels total) for our next release, effectively getting new content to everyone much sooner. Then of course pushing for the full episode release shortly after(especially since we have the Hub already under development currently).
We'll have more news on that in the near future. For now a little concept some of you may have already seen for the cleric player model we are currently working on:
Finally, we are actively looking for a texture artist to join our team. Level textures and assets provided by a modeler are the main duties of this position. Just send us a message if interested! (Level designers too are always welcome!)
Posted by deadite4 on Saturday 31st of March 2012 07:12:16 AM.
Hello all! This is a short little post simply to announce something new we are looking to try out. Brought on by the fact that it has now been 16 years since the retail release of Heretic: Shadow of the Serpent Riders (3/31/1996 according to wikipedia), there is probably plenty of gamers who don't have their copies or weren't even around to have played it. After doing some thinking we decided: Why not try a giveaway through Steam?
We have a Steam group here and the platform has made it so easy to gift games that we see this as a great opportunity. The hope is that by giving away the heretic/hexen steam bundle or individual games (and trying to make this some type of semi-regular event), people can get interested in the world from the beginning. Plus everyone loves free games right?
Having a chance to get the gift is easy - join our Steam group. We'll just select a random member by our next developer interview and that's it! You'll be given the heretic/hexen Steam bundle that includes Heretic: Shadow of the Serpent Riders, Hexen: Beyond Heretic, Hexen: Deathkings of the Dark Citadel, and Hexen II.
Posted by deadite4 on Tuesday 21st of February 2012 08:22:01 PM.
Welcome all to our first installment of new developer interviews! This week we introduce to you Caffeine Freak. Our lead level designer and the main reason our first release even materialized as a playable game. Head on over to our moddb page and Enjoy!
Posted by deadite4 on Wednesday 08th of February 2012 05:48:23 PM.
While it's been an extended delay between postings, we certainly bring good news(don't we always?). To start off please note that we have moved our main domain to http://hexenmod.net and the old .com is forwarding for now. The whole team keeps rolling on as we have been. We've moved development entirely over to standalone now with the GPL code due to the exhaustive work put forth from our programmer Solarsplace. At the moment the team is sort of split between 2 goals. Level designers and modelers continue to focus on our next release in terms of levels and game content while the other few of us have been focusing the majority of our time on fixing the holes that were presented by dropping Doom 3 as our base. There's still plenty of work to be done on both fronts but work continues to get done daily.
On top of that a previous modeler, Zurra, has returned to the team! His main focus is static modeling as it was before and it is certainly great to have him back. You can recognize some of his previous work on the team in the form of the boots of speed and chaos device. He's currently working on wrapping up some other much needed pickup models.
Also joining us in the static modeling department is Gavlig! Joining just a few days after Zurra, he has been tasked for the moment primarily as supporting our level designers with much needed models for props and quests. It's definitely perfect timing for our designers.
With all of the new members over the last 2 years we have amassed quite a new team and because of this will be resuming our old "Meet the developers" interview style posts on a twice monthly timeline. It's a great way for individual members to get their background out there if they choose. We hope everyone enjoys it!
As always if there are any interested developers our there, especially level designers, we'd love to hear from you!
Posted by BloodRayne on Saturday 24th of December 2011 10:59:59 PM.
In the course of the last year my management role in Hexen has become less and less up to a point where my active participation in the mod has ground to a halt. The main reason for this is time constraints and other projects that make demands on my time. Management has been taken over in the very capable hands of Deadite, Caffeine Freak, Zeroth, Slash and other long standing members of the mod, who have all invested as much as I have into this game. In the seven years that I worked on EOC I learned more than I dared hope and have spent more hours on coding, mapping, creating sounds and other stuff than I can even begin to count.
But life goes on and so must I in the form of my new project called 'Grimm: Quest for the Gatherer's Key' which had it's release on the 25th of December, yeah that's today. Go grab it!
And with that I leave EOC in the capable hands of the team!
Posted by deadite4 on Wednesday 21st of December 2011 08:42:02 PM.
For anyone who has stopped by our twitter page lately you probably know that we've been making solid progress on moving the project to a standalone, free game. Our programmer, Solarsplace, has been hard at work getting all the code, scripts, and defs all set up for quite some time now. Mr. Rocket has been hard at work creating any needed art to fill in some of our lingering holes.
Fortunately for the majority of the project we kept fairly strict rules of avoiding anything from Doom 3 as much as we possibly could throughout the development of the project. While some things inevitably inherited Doom 3 things, the amount has been incredible low compared to what it could have been. This has made our move progress at a rather fast pace. We'll have some more detailed information on that next month when we hopefully are in the final stages of the move. We'll continue to be posting small updates via twitter until then, so be sure to check us out!
Also recently we posted a track from our new composer Mystic Realmz. It's one of his first, complete tracks and is already being used with more on the way. The whole team is quite excited with all the new music!
Posted by deadite4 on Monday 21st of November 2011 07:57:47 PM.
It doesn't feel like it has been a year since our first demo release. People joined, people left, solid progress has surely been made. Our current team is still very much enthusiastic about the project and daily updates in at least one department of the project is the norm. So what have we done? What is our future?
Well as all of our past news items have stated progress continues daily. Mapping, models, textures, sounds, music, code, you name it! Really the whole team is jiving pretty well right now and things continue to stay on course.
For the future? Well our next release has always be planned to be the entire first episode and would conclude the Cleric's journey. That includes 3 full hubs(about 3.5 levels per hub) and would be a little over triple the size of our demo release. There's also discussion on what to include on the other classes if for nothing else than some public testing of their mechanics. It will all depend on how things continue to progress in the time frame we are eying. A couple new team members of course wouldn't be a bad thing!
We hope to have some very cool updates in the coming months so stay tuned!