Hammerite Imperium dev blog

This blog charts the development process behind the HI mission pack for Thief. Have a burrick, on the house.

January 02, 2009

The Beta is here

The terrible first level crush bug has been finally fixed (only took us 6 months) and now the level is in betatesting.
After that, minor bugs will be fixed and the level finally released to the public!

As for the other levels- they're all on hold due to lack of dromeders and time.

October 21, 2006

The Alpha is Here

The Builder didst say: "I am the Alpha and Omega."

We didst say: "Let's not get ahead of ourselves... sort the Alpha bit out first."

After several months in development hell without a scripter a messiah didst step forward in the shape of John D, and now the Hammerite Imperium Part I: The Seven Shades of Mercury has reached the Alpha stage. Objectives can be completed, books can be read, and all kinds of ominous events can be triggered through arcane toggles and whatnots. All that remains is to put the briefing movie in order and smite any bugs that may have burrowed into an imaginary university that's now older than many real ones.

It's almost the end of term... the lecturers are emptying out their desks, the novices are polishing their armour, the leaves are showing the snow how it's done, and the long nights are spent concocting even deadlier strains of ear poison. Soon the Excantium Academy of Tallia will be a battleground, and the Final Exam will begin.

-Mac

January 03, 2006

Ahhh the blog of doom

Since everybody is too busy to update the blog and the people are demanding, here I go. We're working on mission 1 slowly, the mission has already hit: max lights, max polygons, max cells, max objects, and anything else max that you can think of. Either way it's bloated and full of errors of doom now that need clearing up and testing.

Have some screenshots, of sorts, while I get back to the sorting of crashing dromed...





Oh, and the concept art section of the website was updated recently:
http://208.49.149.118/Imperium/website/conceptart.htm

-Alexius

June 22, 2005

We're still here...

There has been no update for quite a while. I'm sure that a part of the reason for that has been the release of T2X, which some of our members have been playing rather than working. Grrr, get back to work, taffers!

Nonetheless, T2X has spurred on our efforts in some respects. We now know that we can push our campaign further and we know how to do it. In response to previous posts, the parts of the main characters look much closer to being filled and finalised - we're just going through some selection procedures, but still no news on the Voice Acting Management position.

In the meantime, Alexius has completed the architecture for Mission 1 and it will be passed on for scripting and, yes, it's looking outrageously gorgeous! Screenshots coming. Inspired, our attention turned to other missions and fine-tuning the various plot threads inside the overarching plot.

There's a lot of writing in there but we're trimming it down and trying to make sure that the game can appeal to all the many different tastes of Thief gamers out there. After all this time spent on it, it's now looking a lot smoother and more slinky-sneaky......

- Ibsen's Ghost

May 16, 2005

Thief 2x Released!

We'd like to congratulate the Thief 2x team on the release of their Thief campaign! You can download it here.

Now that T2x is released we hope the Thief fan community will not forever abandon Dromed, and show the same support for the Imperium and Circle of Stone and Shadow. One full length Thief campaign down, two to go!

- Mac