It is with a heavy heart that we announce the discontinuation of our game on Steam. Due to unforeseen circumstances, we have had to make the difficult decision to retire the game permanently. We want to express our gratitude to our players who have supported us over the years and we wish you all the best on your gaming adventures.
Thank you for your understanding.
Part THREE out NOW!
Hinterhalt 3 will emerge you into another tremendously confusing and bizzare game, are you ready?
Fixed bug where units would not move while sprinting
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Here is a quick overview of V.1.10:
Spawning issues fixed
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Here is a quick overview of V.1.09:
Fixed missing ground tiles
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Here is a quick overview of V.1.08:
Colliders on bamboos have been removed
Main menu displaying the wrong version corrected after hovering the label
Added background warships to the Japan-Map
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Here is a quick overview of V.1.07:
Floating spawn positions fixed
Spawning under the map fixed
Spawn locations improved
Falling through the map at Normandy fixed
Pathfinding at the River-Map improved
Bug fixed where rain would not take over the entire map
Floating objects and missing ground fixed at Japan-Map
Added 4 sec spawnkill protection after spawning
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Here is a quick overview of V.1.06:
Bug fixed where the AI would run up to 3 units close in order to fire
Multithreading added -> Performance increased
Floating objects fixed
Zombie spawning improved
Zombie animation bug (sliding over the scene) fixed
Maximum number of zombies in the scene increased slightly
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Here is a quick overview of V.1.05:
Camera effects bug fixed at the main menu
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Here is a quick overview of V.1.04:
Grenades are bigger in size
Player can now throw grenades further away
Each faction (allied and axis) has now its own grenade type
Reloading does not throw away an entire magazine anymore. The magazines are "refilled" instead
The names of the guns are now displayed during weapon selection
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Here is a quick overview of V.1.03:
All spawn positions have been changed / improved at mission 1 (the forest map)
Bullet holes are not bigger in size
The player`s team has now initially 25% more tickets
The player deals more damage per shot now
Mouse smoothing has been reduced
Motion blur has been reduced significantly
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Here is a quick overview of V.1.02:
Fixed bug where the leaderboard conserning the match victories was not updated correctly
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Here is a quick overview of V.1.01:
Optional faster AI performance mode added
The spawning system and logic has been reworked and improved
Accuracy and range of all guns have been increased (specially the sniper rifle should be more accurate).
Floating objects corrected
Chances to see a blood stream whenever a character dies has been increased
Missing blood stream during zombie mode fixed
Gun muzzles are now sligthly brighter
Pathfinding issues fixed
Bug fixed were too many AIs were spawned
Have fun!
Experiences and thoughts about the making of Hinterhalt 2
This post will cover some of my experiences, adventures and thoughts during the making and developing of Hinterhalt 2.
Hinterhalt 2 - Screenshot from mission 1
I always dreamed about making games. More specifically, making my own games. I already created a few other minor games but i always felt like creating something better, bigger and more complex. Making games is hard. It is incredibly time-consuming, frustrating and sometimes even depressing, specially when you finally & proudly release your with most effort created game and then #1 No one plays it or #2 You get negative feedback and reviews or #3 People undervalue or ridicule your work and effort.
Start Up
So where do you start? First of all, you need a game engine (obviously). Oh now, wait, first of all you need some motivation for making a game, oh now, wait, first of all you need a game idea,...hmm, wait, what about programming skills, true you first need some programming skills,...oh what about free time, true you truly need some free time before anything, oh wait, i need a proper PC, Hardware and Software tools as well,..ok ok,.., i think you get it, the first problem is the most basic problem: Where and how to start. Basically making a game consists of the following jobs: Programming, Modeling, Texturing, Gameplay-Designing, Level-Designing, Audio-Desiging, UI-Designing, Managing, Testing & Debugging, Animating, Performance-Optimizing etc...
WOW, that`s a lot of work that has to be done. Now image if you are alone... -> No chance!
Outsourcing
Alright, you then decided to get some help (e.g paying artists to do the modeling). But how much do you actually think it will cost to hire an artist to make assets just for your game -> No chance!
So there is this "thing" called the Asset Store. This is basically a place where artists can sell their products to anyone, and anyone can buy their products. But what's the deal? Well, obviously, your assets wont be unique. There will probably be > 100 more people who already bought those assets and might also have release a game with those assets. Then you got asset flippers (=People simply buying ready to use assets from these artists, and selling them, slightly modified of course, as a complete game). No one likes asset flippers, but here is the problem. Whenever you use assets from the store, a lot of people with simply say: "Hey, you are an asset flipper!" and sh*t storm your game, no matter what your game actually is and how much work you have put into it.
Developing
Congratulations, you have started the process off actually developing. You got all your assets and requirements and are ready to begin,..ready to begin,..ready..ready...to...to begin, to begin what? This is how you will start.
Empty game scene
Can you see anything? Right, it is completely empty! No how do you turn something like this into this:
Non empty game scene
Ok ok, let`s suppose we got some lovely terrain and a beautiful game scene. What about performance?
Performance is a key issue in any game development. But wait, we only added some terrain, and characters, how do i make these characters move? How do i animated these characters, who do i add some logic? And hold on a second, the performance is bad already without having added any AIs or scripts?! Ok but lets get back to the gameplay. We must add some gameplay!
Scripting
Come on, let`s add some game play. I want this, cool feature, and this, and this, ah yes and of course this...and...and..and how do i do that?
Googling
Yes, google will help you a lot, but it wont give you an individual solution exactly for your problem. It takes a lot of time to get the right Know-How. And yes, if you want to make a game, you will need to code!
Example of scripting
Publishing
Yes i finally, finally finally got my awesome game. What now? It is not a shame to say that i would like to earn some money for my hard work. What about Steam? Steam has the so called "direct access". You simply pay fee and are ready to publish your game. AWESOME! Let`s freaking do that! I`m sure that my game will be successful. Making a game is so hard and complicated that i am sure i will be the only one releasing a game on day X.Y, so i`ll get all the attention and... -> WRONG!
There will likely be around 30 other developers releasing their game at the same day.
Okay, but my game is better than theirs, i am sure people will play my game first and will tell their friends about my game, won`t they? -> Nope, sadly this is not how it works!
Conclusion
Game Developing is hard. It was never easy in fact. But it is something beautiful and there is something magic about seeing people enjoy playing my own made games and it always brings a smile or two to my face :)
Thank you for reading and i hope this gave you a different glance about game developing. I thought it would be interesting to kind of write about my own personal perspective to game developing.