Posted by BloodRayne on Saturday 29th of October 2019 10:04:14 AM.
A couple of years back slots, bingo and other online based activities were seen as a niche market, geared up to a specific type of player, with the stereotype of bored housewives being the primary brand image. However, times have changed since smartphones have advanced and more apps have been released; it is now the time of the casual gamer, and with that comes an increased interest in casino based or similar games.
Due to a huge demand and growth in interests, there are a diverse range of games to suit many needs, that being said, some are favoured more than others, one of the more popular being slots. Slot machines have always been a staple of casino life, and as such they have become a firm classic among players. However, nowadays there are more themes and novelty stories that drive the new slots, therefore making them more appealing to a wider range of players. One of the main companies that provide activities such as this is Micrograming.
Posted by BloodRayne on Saturday 12th of March 2011 09:04:14 AM.
To help us with some intricate coding issues, and help us keep momentum in the development, we are searching for a lead programmer that has experience with C or the Doom 3 SDK and the Doom 3 engine. As Lead Programmer you'll be responsible for all assets of the coding and scripting, maintaining quality control and working with our current team of two coders to fix our coding issues.
You'll be in contact with the teamlead and coordinator and divide and assign the coding work that needs to be done to the other coders. You'll also be responsible for keeping progress in the coding work at a steady rate. And ofcourse, last but not least: You'll be creating some amazing features that we've wanted to see in game for a long, long, time.
What do we offer? We offer a position in a team that works on a prestigious Total Conversion. Several other members have had the opportunity to end up doing their dreamjob for a gaming company using this TC as a stepping stone into the world of gaming. Hexen:Edge of Chaos is well respected among developers and fans and it's the perfect opportunity to get real life experience with working on a professional quality title.
Interested? Contact us over hexen.team<at>gmail.com
Posted by deadite4 on Tuesday 22nd of February 2011 05:59:49 PM.
As time keeps progressing so do we! Work continues in all departments of the project at an alarming pace. It's been quite the good problem to have. On top of it all.......more new members!
Maxetormer joined us this past month as a concept artist, and modeler. He's only been here a few weeks and already he's provided a WIP concept on the Centaur and his first in game model, the glorious falcon shield. Times are good in our modeling department, times are very good.
Joining at about the same time as Maxetormer, ShadoW hopped on board as a mapper. He's already started work on some concept for his level and we're all excited to see what he can do. Our mapping department has never had so many active members. Perhaps we should be scared, we're supposed to give feedback on all this stuff!
Also for all you interested programmers out there we have a nice little treat. Zeroth has packed up a unified GNU Patch file from our demo release. Inside the zip package below are instructions on how to apply it to an unmodified Doom 3 SDK 1.3.1 installation on either Windows or Linux (Mac is *theoretically* the same) to attain the complete sources for the first Hexen: Edge of Chaos release. As a note: we use MS Visual C++ 2008 Express to build this in Windows, and GCC 4.4 on Linux.
We would also like to take this time to remind everyone about our IRC channel. Want to come and converse with the development team, or give good and bad feedback? Got an idea or suggestion? Maybe just Idle? Curious about any new features we've added? Then stop on by, say hello and hang out.
For anyone else still interested we are still looking for more members, especially dedicated animators and level designers specifically as they are our greatest needs right now.
Posted by deadite4 on Friday 28th of January 2011 03:27:29 PM.
With the new year comes more progress. One of our primary goals of our demo release was a larger testing and feedback pool from the public. So far the feedback has been very constructive from a wide number of people. There are mechanics that need some adjusting and you, the public, have been very helpful on what you did and did not like along with suggestions to help iron out the problems. We're listening to everyone and discussing all the constructive points.
Our second major goal of the release was to show what we have, prove ourselves, and hopefully draw in new talent that will enable us to work at an even more efficient and faster pace. With this goal, we've also been very successful.
Mr. Rocket joined us shortly after release mainly as our new texture artist. He had shown some community interest on our public forums with a map he was working on using our demo as a base. After finding out he has a long experience with texture creation, well......we greased those gears real fast! He's been adding new texture sets since.
Aaron also joined us around the same time as Mr. Rocket. He had messaged our programmer, sent in some code, and expressed a strong interest with A.I. code. Since we have quite a few released monsters that could use smartening, and a bunch of unreleased monsters that have been waiting for their A.I., his talents would be huge plus. Needless to say his first task has been one of the first new monsters in the next HUB......the hellwasp!
Rolls3d, our new character modeler, has been a Hexen fan for some time. We had a forum user post up some renders he had done in the past and they looked great. "Would he do some modelling for us?" we thought and immediately contacted him. The good news is he certainly would!
Now that we had a new character modeler, we also needed more assistance in the concept department. Rei joined us in December and was immediately put to work. First task: Wendingo concept. It's been shaping up very nice!
All said and done the team has been rejuvenated after release. Our old members are continuing what we do and our new members have jumped right into the frenzy. We have a feeling this year is going to be great year for Hexen!
Also to all Mac OSX users. We had gotten quite a few inquiries about playing Edge of Chaos on a Mac. At the time of release we were unable to compile our code for the platform. Luckily, Simulation over at doom3world.org was awesome enough to compile our code last week and send back the universal DLL for you all. You can grab the OSX patch below, Hexen: Edge of Chaos Demo required.
Posted by Spookt on Wednesday 08th of December 2010 06:47:18 PM.
Our release has gone exceedingly well! We continue the work after having over 10,000 downloads, answering lots of questions, and organizing feedback. We've managed to pick up some new talent along the way as well: much-needed mapping talent, modelers (static and character!), an AI coder, and texture talent.
For those of you that didn't know it, we are still looking for help in the direction of a rigger/animator. If you're up to the task, head on over to the forums and let us know.
Some issues people reported have already been reworked, assets optimized, and bugs fixed. Work on the next hub is well underway, along with some initial concept design on Episode 2 - the Berserker. While working on that is still a long ways off, it's good to start laying down some groundwork while the mappers map the rest of Episode 1.
We have also been discussing some form of community contest. We have our own ideas, but we'd like to hear from the community to gather interest in such a thing. Post your thoughts and ideas here.
We hope everyone has enjoyed the project thus far! Many people worked long, hard, and for fun to bring out a release. As we move forward, we'll continue to post news, screenshots, and gather community feedback towards our next release.
A big thanks to our mirrors who did a fantastic job hosting our project. They supplied us with plenty of free bandwidth and stable connections. Thanks to all!
Posted by deadite4 on Thursday 11th of November 2010 03:09:57 PM.
Well now, you all know what day it is........... Release Day! It's that special day where we gather all the lil' Afrit children who we have raised so lovingly, take them out to the wild, and let them fly away to burn the countryside to ashes. Ahh, that smoky smell is so bittersweet. Oh, and we're releasing our first demo today too. Also exciting!!
We all hope everyone enjoys themselves today while playing through the first release of Hexen: Edge of Chaos. It's been a lot of work, with many an argument and certainly lots of fun. The mod community lives and dies by the fans and the gamers, so play and spread the news to everyone you know: Hexen is an integral part of a well-balanced diet!
We'd certainly love to have your feedback, good and bad. We plan on future releases and additional content, so constructive criticism will help us refine gameplay even further. So don't be shy, register at our forums, and join the community!
Speaking of the future: if you are a developer, we are looking for you! Primarily, our most dire needs are level designers, AI programmers, character modelers, and animators. For anyone else, please feel free to contact us as well since an extra pair (or pairs) of hands in other departments are always welcome.
Extra thanks as well to id software for id tech 4 as well as Raven Software and Activision.
Posted by deadite4 on Monday 08th of November 2010 04:20:01 PM.
We can chat long about this, or short. We could elaborate further on the story and the fate of the astronomer and redirect you towards the storyline website. We could even tease you more with a 'coming soon'.
Not this time...
Without further ado we present to you the official gameplay trailer for the demo, showing off gameplay from the first of three maps that we are releasing in this demo. This should satisfy your curiosity until the 11th of November when we release the playable demo in the Windows and Linux varieties.
Despite the fact that we're releasing a demo we need help! We need skilled creature modelers and animators as well as dedicated mappers for future releases. If you're interested in a position register over at the forum and let us know!
Posted by deadite4 on Tuesday 26th of October 2010 04:02:48 PM.
Here, Here! That time is near! We have been crunching away every day and it's all wrapping up. At this time, we would like to announce our planned release of the first playable version of our game Hexen: Edge of Chaos for November 2010.
It will contain the clerics first hub which consists of 3 full maps and some 1.5 to 2 hours of gameplay. You will fight monsters, solve puzzles, fail puzzles, use weapons, utilize artifacts, break lots of stuff, and curse our names to Chaos when you most likely die a few times along the way. Surely you all expect some degree of obscurity that comes with puzzles for this game.........and the price for failure is steep........
We know, we know! We've read comments from followers "Don't tease us!" and "Oh you silly people... causing a frenzy with your single image release! We need MEAT!". Well then we say how about something more!
For you today in our state of excitement, we have a Hexen: Edge of chaos wallpaper in various formats....even for your iphone! All made from our specially talented artist Slash.
Also for you today is a very special clip. If you've read our history journals then you are aware of what happened to the past heroes, and also know that strange things are brewing. Well........YOU have been summoned! Evil things are happening indeed in this world.......will you answer the dear Astronomer's call????
Posted by deadite4 on Wednesday 15th of September 2010 05:28:32 PM.
Having worked out many of our performance issues, compression issues, and code based problems of the past, these last 2 months have brought many of the loose ends together. Saves are fully working, our first hub is all linked together, and persistent data has been implemented between levels of a hub. It has been exciting times indeed!
As we're wrapping up and polishing our first release we will be looking to communicate with news sites and hosting mirrors so we can have an efficient, widespread, well planned release. Still no dates yet, but perhaps for next months news update we'll be in a better position to make such a statement. The time is drawing near.....
Posted by BloodRayne on Thursday 22nd of July 2010 08:24:08 PM.
Thursday 22nd July 2010: Newsletter
We have created a user group called 'Newsmembers'. If you want to be updated via email when we post news or media about the mod then you can freely join this group and you will be subscribed to the newsletter. Go to your user control panel (ucp.php) go to 'usergroups' and join the the group from there.
Of course, in order to receive the newsletter, you need to register first: ucp.php?mode=register , if you haven't already.