More of a tease really, go to the Hartley Progress section !
 
 
I'm still working on stuff. I've been pretty busy with work but I do get time each evening. Some of you on Steam have said hello during me mapping or whatever - it's good.

I'm multi-tasking, working on GH3 and Hartley (I got Dom back.) and the whole thing is starting to look proper now. First two maps of Hartley are in testing and I'm working on the next.

I'd like to thank the user 'A Big Fat Ass' from Facepunch for donating some very nice models, these will be put to good use I promise.

I'll get some shots soon. Thanks all for the continued support/emails.

 
Merely A Tease.. 01/25/2012
 
Check it out : LINK
 
 
GH3 in the works. Comfirmed and all that balls. Will probably make a FP thread soon.

Hartley is AWOL for now. Way too much work to do by myself. Will look into getting a bigger team in the new year. I do way too much work outside of my mapping space now with the new job to be able to sit down and crack on and my wingman is busy exploring his girlfriend (Grats Dome!)

Thats why this holiday is presenting me with a perfect oppertunity to get something else made - something I can push out to you. So watch out for stuff about that shortly. Screenies or something. BLAH.

I'd like to share with you a question I get asked ALL THE DAMN TIME.

pppie123 on Youtube asked:

How do you make it so anything can happen anywhere in the map at random? I am tired of relying on Triggers that only occur once. Any suggestions?

My reply:

Good question. Most of the events in Ghosthunt 1 relied on logic_timers. Then I would just set a min/max time for the event to occur leaving it in source's hands as to when the stuff actually happened. And that was set per-event all with varying min/max times.

As for making it happen anywhere, thats a pretty complicated one.

A good example:

When you've got an Env_laser or Env_Beam it asks for a target. If you give it the same target name but then duplicate that target it will fire the laser at intervals at those targets at random. In GH2 using some very complicated I/O's I managed to get a ghost to teleport around the map - not completely at random - but at certain points. I filled the map with those points (Path_corners) and had the event trigger at random with a timer. The event would be constantly moving around the paths but you would'nt see it until the event actually occured - giving the illusion of it happening anywhere at anytime.

I hope this has helped pppie123, keep mapping and feel free to decompile my maps to learn more.

 
Hartley Video 10/31/2011
 
It isnt much, but happy halloween LINK
 
Hartley. 10/30/2011
 
Hartley is definatly still being worked on. Some people are still asking me about Ghosthunt 3. There will not be a Ghosthunt 3 in a sense. I refuse to do what so many companies do wrong today by milking a concept.

Hartley will be a singleplayer experience.

It will take players on a sub-linear adventure through the twisted mental asylum of Hartley, and as you explore it you'l not only reveal it's inhabitants but it's dark history too.

There is a story to be told but in some parts the feeling of a story being present will be ambient at best. I want to give players a solid objective, open the doors to the asylum and say "Get on with it."

Think Silent Hill in first person. You're restricted to sections and there are small puzzles to be solved, at the same time you'l be finding ghosts (of course), witnessing random events and maybe even defending yourself. Once the core "puzzle" or story element has been solved you can move on - With the pleasure of being able to move back to the previously visited areas. All with their events, names and history elements intact. If you're too scared, you can even run for the exit and end the story prematurely.
 
Oooo! Screenie! 10/01/2011
 
Check out the Current Development section of a new screenie of a side project I've been working on. Details soon.
 
Nostalgia? 09/16/2011
 
Had a fantastic evening playing with some folks. We played both Ghosthunt 1 and 2. Apparently those fine chaps play every Friday night. I could get into a habit!

Top night. A big thank you to the guys for your continued support. You have been recognized and your comments have been absorbed.

<3
 
 
Recently, I became employed. This is a good thing. However I have not really had much time to spend on Hartley.

I've done some bits here and there when I've not been too tired but mostly the development process for Hartley has slowed right down, almost to a griding halt. Hey - at least I'm being honest.

Despite this, I haven't exactly stopped mapping. Mapping is a hobby of mine and for a few weeks now I've been working on my own little thing, something to take my mind off of the working world and into something different. I'm really trying to experiment with narrative here.

I'm going to keep chipping away at Hartley on weekends and carry on with this own little thing in my own time. I
 
 
Head on over to the new site area named "Hartley Progress" to take a peek at some in-editor shots of Hartley. Only two there right now. More soon.