Hitpoint Games – Progress Update

I thought it might be a good idea to write a little blog post to talk about what is going on at Hitpoint Games; what our current plans are, what we are doing at the moment and what you have to look forward to this year.

Let’s start with Hashtag Dungeon: myself and Kieran have been doing postgraduate degrees so unfortunately development has stalled since last December. We had plans to bring out a bunch of different updates but decided against it so that we have one massive update before we release on Steam that’s jam packed with new stuff for both old and new players to try out. We’re returning to full time development in August when I move up to Lincoln, we’re looking at a late September release on Steam.

As part of the new update we have overhauled all of the user interfaces to make them easier to use. We’ve added a bunch of new traps and enemies and fixed a lot of renderings bugs. We’re also putting in different classes to play as: The Ninja, The Blood Mage, The Hunter, The Paladin and The Robot, to name a few – these will shake up the way you play the game and how you tackle certain enemies and situations.

So yeah: Hashtag Dungeon, on Steam by hopefully the end of September. We are definitely going to need some beta testers so I suppose we’ll release the update early on itch.io and ask people to help test it for us.

Secondly: Utopian – now called Utopia-N (based on the nth term of something…) has had a few changes. We’ve decided (for the moment) to remove the Wikipedia ties – the reason for this is that Wikipedia’s edits aren’t reliable enough to generate exciting and interesting gameplay: a lot of the time you’ll end up flying around a space without any enemies spawning because no one is vandalising Wikipedia at the time.

We’ve also made the decision to try and make it into a mobile game. We think it would be really cool to get something out on mobile which is exciting to play and also graphically impressive. We spent this weekend getting the controls nailed down and now we’re getting in the core gameplay. It should prove to be a really fun mobile game without any of the general awfulness of traditional mobile games.

Moving swiftly on, let’s discuss LUST: we’re currently working on the design document for this and I’ve drawn a lot of concept art for it. It’s not really safe for work though, so I’m not going to post it up on here until I finish teaching for the year. The game is going to be a procedurally generated FPS with a old-school aesthetic: nice low-poly enemies with pixelly textures. I’m really digging the way it’s looking and I’m excited to show you some screenshots of the level generation system when I get back from holiday!

Finally we’re still working on Nectar Collector alongside Andrew Deathridge. He’s just taking a break after having finished his course and should be back on the development in the next few weeks. It’s a game about bees, so I am happy about it no matter what happens.

The rest of this year will be a super exciting one for Hitpoint Games, we’re going to be releasing our first game on Steam and we’ve got a bunch of other projects simmering away. We are also accepting client work for the first time since opening our doors, which is a great way to keep us afloat whilst we continue doing this crazy little thing called game development. I’m really pleased to be spearheading things alongside Kieran and I’m sure you’ll all be pleased with what we’re working on.

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