The Hit is a multiplayer stealth-shooter, set in an open-world city with tens of thousands of NPCs. Track down your target and kill them as quickly and cleanly as possible, before the other players can manage it. Try to stay incognito, or photograph other players and take out hits on them.

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The Hit is on Kickstarter!

News

It's Kickstarter time!

I was planning to hold off so I could release the Alpha as soon as the campaign finished, but the best laid plans, etc. Basically, my savings have run dry, and I can either give Kickstarter a go, or postpone development and get a job in the real world for a few months. I figured this was the better option.

Please back if you can and help get the word out, and I hope to see you in the City later this year.

Thanks. The Hit on Kickstarter

Dynamic Narrative in The Hit

Dynamic Narrative in The Hit

Feature 4 comments

An early overview of the player-driven dynamic narrative system I'm working on for The Hit. If successful, it will allow for authored events in structured...

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Ninedere
Ninedere

Do you think you could update with us more on this information on your social media accounts? Like YouTube, Twitter, etc?

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aDFP Creator
aDFP

Yeah, I will. Sorry for being so quiet lately, I've been trying to get my head down and get this thing fully playable, but I also had to take some time off recently for some surgery. I'm close to having the next update ready, and I'll try to make some more noise then.

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Guest
Guest

wow, this game looks really good, lag is the main problem. how much of an emphasis will you put on game lag?

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aDFP Creator
aDFP

Thanks. I'll talk about multiplayer more when I'm ready to implement it, but here's a v. brief overview.

The game will only be syncing a minimal set of data across a network. Crowd behaviours will be calculated locally, and only synced when absolutely necessary, and even then will mostly correct to one of a set number of states, so shouldn't have a noticeable impact. So yeah, it should be fast.

Also, if you'll excuse the digression, I'm designing the main game to run at a more realistic pace than games like CoD or DOOM. FPS games favour fast action over situational complexity for good reason: It's relatively easy, and much less of a commercial risk.

Long-term, what I'm trying to do with The Hit is make something that plays less like a target-shooter like CoD, and more like an episode of 24, or one of the Bourne movies, where you're juggling the demands of an ever-changing free-form narrative and weighing multiple objectives, while also making moment-to-moment decisions about whether to employ stealth or force in any given situation. What I don't want to do make a game that forces you into corridor or arena battles, then tells you you've failed when you try to use your initiative. I do want to make you feel like a bad-*** assassin, but I'm not going to hold your hand.

I'll be making some gameplay movies closer to release to demonstrate what I'm talking about, because I don't think there is a comparable gameplay experience out there. Not yet, anyway.

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rekter1
rekter1

Estimated release date please?
i wanna play this game and upload it on my channel A.S.A.P

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snipay
snipay

is it still active?

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aDFP Creator
aDFP

I'm working on the game full-time right now. I've been rewriting the game from the ground up so I can implement damage and interaction systems on everything in the game-world, and get some of the dynamic narrative stuff working early.

Right now I'm working mainly on creating assets and procedural generation systems, so I'll be posting updates more often. Definitely need a new video soon.

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Vertelame
Vertelame

damage and interaction systems?
Like, blowing **** out?

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aDFP Creator
aDFP

So far, I've got brick and voxel damage systems. Brick damage is obviously for blowing big holes in the side of buildings. Voxel damage is more general, so it'll be used for many things, including real-time flesh damage, which is already implemented (http://www.indiedb.com/games/the-hit/images/flesh-damage-test#imagebox)

I'm also working on voxel volume destruction, which will basically be everything else. Trees, furniture, etc. Also, I don't have a set timeframe on this, but you will be able to destroy terrain and roads.

Hope that's enough destruction for you!

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arizxna_kvsh
arizxna_kvsh

the flesh damage looks ******* amazing and im glad youre adding something like that in. i saw quite a few deaths myself and i gotta say for voxels these are eerily life like. surely going to add a whole new something into the game especially in terms of immersion!

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Vertelame
Vertelame

It is <3

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The Hit
Platforms
Windows, Mac, Linux
Creator
aDFP
Engine
Unity
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Adfp.itch.io
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Latest tweets from @thehitgame, @dan_stubbs

Making a small thing for the #XKCDGameJam that's basically a 3D visualiser for Xkcd.com T.co

Nov 17 2017 by dan_stubbs

I've only got male & female models so far, but it won't take long to make a range of body shapes... once I get round to it...

Nov 2 2017 by dan_stubbs

Mesh skinning's going well. Blending between models works fine, and doesn't cause any problems with the auto-riggin… T.co

Nov 2 2017 by dan_stubbs

Yep, automatically skinning my generated meshes is working perfectly... almost. Might need a little tweaking.… T.co

Oct 28 2017 by dan_stubbs

Skeletons are now automated (and I only had to rewrite a couple of systems!), moving onto bone weights to get these… T.co

Oct 27 2017 by dan_stubbs

Here's how my Tuesday's going so far... #gamedev T.co

Oct 24 2017 by dan_stubbs

Chucking maths at my voxel volume characters. Now they have bones! Need to take a break before I start figuring out… T.co

Oct 23 2017 by dan_stubbs

Yay! Male and female Voxel Volume bases are in the game. Gonna flake out now and start throwing maths at them tomor… T.co

Oct 22 2017 by dan_stubbs

If you manage to make anything cool, there's beta keys available for the most impressive or interesting screenshots.

May 14 2014 by thehitgame

The Hit's crafting tool is now in open beta. Download it and start building your city today. Indiedb.com

May 14 2014 by thehitgame

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