Hard time 2d free download for pc






















To help you spot gangs from a distance, I'm also hoping to introduce unique accessories and ways of dressing. Controversial stuff, but they're all equally prejudiced so it should balance itself out!

Besides, the 3 remaining gangs discriminate about other characteristics: 'The Powers That Be' are intellectual conmen, 'The Gladiators' are burly athletes, and 'The Peaks' are the resident do-gooders that remind you prison is there for rehabilitation.

And, of course, there's the choice of not being in a gang at all - which, rather ironically, could be considered a gang in itself! Either way, I'm pleased to have reached this milestone. It means I can plough ahead with some relationship-based storylines and give the action a little more meaning Confessions Of A Dangerous Mind Speaking of storylines, the promo system has finally started to be put to use.

Although I programmed the shell a while ago, there were no prison-based conversations to be had. Now, however, the guards stop you in your tracks to confront you about carrying weapons, attacking inmates, and even refusing to enter your cell! Meanwhile, your fellow inmates bicker with you over similar issues that are affecting their day. I've even programmed the handing over of items from one person to another complete with an actual animation of it happening , so you can be bullied for something you're holding or asked to sell it.

The possibilities are so endless that I can't see myself finishing the damn project! A good problem to have, I suppose The Choice Is Yours In preparation for the multiple choice confrontations, I've also had to make a start on the game's menu boxes. For the first time, this novelty font even finds itself being used for the subtitles too - so the transition is pretty thorough Theatre Of War One thing I'm pleased to have wrapped up in recent weeks is the range of locations.

The prison complex is essentially complete - weighing in at a satisfying 11 different places to visit which is twice as many as Wrecked. All that remains now is to tidy up the ones that are already there and unleash their full interactive potential. The latest additions that complete the set are a workshop that you can access via the study, and a hospital ward which is one of many places you can access via the main hall. Although all-encompassing screenshots don't do them justice, both locations have met the high standards of detail that I've been aiming for with this game.

Nice high resolution textures adorn the walls and floor, while plenty of furniture makes them look lived in. The main hall itself continues to get refurbished with each passing day too - featuring noticeably different door designs for each novelty location it links to which is a godsend for finding your way around , along with all manner of new facilities of its own to entertain the inmates Do Not Disturb Despite its inherent simplicity, a small bathroom connected to the nursing ward is actually one of the most intriguing new locations.

Creating a series of detailed toilets was a surprisingly good exercise in modelling and texturing, and resulted in some of the most realistic scenery yet! Where the scene really shines is the shower area - which actually features transparent running water, complete with splashing effects on the ground. Water is notoriously difficult to depict in games, but the effect here is as good as I could have hoped it to be.

The function of these amenities hasn't yet been determined, but don't expect the characters to drop their trousers for either activity! I've got no interest in making things that realistic although it is possible to sit at the toilets like any other chair. Although the location is largely symbolic, one function it will have is that it'll be the one area where guards aren't permitted to watch your activities.

Quite what the implications of that will be, it's too early to say - but we can expect a lot of hassle-free trading and beatings Light Fantastic All of the locations continue to benefit from my breakthroughs in lighting too. Not only do the rooms now feature visible light fittings, but those lights now have a very real effect on the scene as well! Up until now, my games have used one all-encompassing light source - but now there can be any number of them, emitting from any source.

In this case, each bulb shines down to light the room - and the effects are noticeable on anything standing beneath them. Unfortunately, the same old circular shadows stop it being entirely realistic - but it's definitely a step in the right direction. And nowhere is this new lighting more noticeable than when night follows day in real time! The atmospheric system from Wrecked has returned to give you a very real sense of time.

The game clock ticks by to the tune of a minute per second, and the atmosphere gently changes accordingly - fading from bright daylight to the dark of night and back again Hard Day's Night The sensation of time is no empty gesture in this game though!

As in real life, the inhabitants of the prison have to stick to a strict schedule. At 10pm a buzzer sounds and you're expected to return to your home cell for lock down, before being released again at 7am the following morning. In the meantime, there's very little to do but sleep - and that's exactly what you can do on the fully interactive beds!

As surely as you can mount a chair by repeatedly walking against it, you can lie down on the beds in similar fashion. Your home cell may be the most obvious option, but you can in fact make use of ANY bed - including those in the hospital ward! Either way, you don't have to worry about watching your character snooze for hours on end. The clock automatically flies through the minutes at a rapid pace when you're engaged in time-consuming activities, so it's only a matter of seconds before you're back in action.

And when you awake, you'll have recovered some valuable energy to boot Fashion Victim Although it hasn't been implemented yet, another thing you'll be able to accomplish in your cell is a change of clothes.

In preparation for it, we've seen a welcome little breakthrough in the way my characters are dressed. The struggle between 'tight' and 'baggy' costumes has finally been settled by accommodating both in ANY model! The 2 options are built into each model as standard and then removed as required - just like the hairstyles and weapons. This means you'll be able to browse between tight and baggy tops in real-time without having to reload or even change the model. And I do mean 'real time'!

This game rarely leaves the 3D setting of the prison, so menu systems will be few and far between. It's highly likely that you'll browse through the costumes and hairstyles in the very cell that you dwell in Among the many items that my games have never seen before are a dumbbell for the exercise yard, a shiny nightstick for the guards, and a stray brick.

The pool cue from Popcorn has even returned to provide a logical replacement for the wooden cane! Up until now, the cues on the pool table were mere scenery - but now you can snatch them up and use them like any other weapon.

In fact, the guards are less sceptical of you carrying such an everyday item - so you can use it to launch vicious attacks without arousing suspicion! There are plenty of other brand new weapons on the way too - ranging the obviously lethal to the everyday items that only become lethal when 'misused' Make Or Break Speaking of weapons, the workshop will allow you to construct those that you don't have the fortune to find! The game uses a similar system from Wrecked, whereby a handful of potential creations are loaded in advance and then hidden away until they're needed.

By fiddling with the raw materials at one of the workbenches you can then conjure the item out of thin air and use it as you see fit. The feature may also double up as a 'job' - allowing you to sell your creations for a small profit! Either way, it's yet another little distraction that conveys the feeling of being in a convincing, fully interactive world. It should also make your mental status more prominent, as your success in such activities will be governed by a character's technical knowledge and skills Hungry Work The workshop isn't the only place where you can earn a crust though.

I'm hoping that every novelty location will offer a work opportunity - where you can sacrifice your time for credits of some sort. The canteen already has such an opening - allowing you to sit behind the counter and construct the meals instead of consuming them! Speaking of which, there's now a dedicated process for eating a tray of food.

At the last preview it was a meaningless animation, but now the morsels of food visibly deteriorate with each bite your character takes. When there's nothing left to eat, he slumps back in his chair and enjoys the extra energy he's just acquired Male Bonding At a busy point in the game's progress it takes a lot to stand out, but it's no exaggeration to say that the latest development is the greatest of them all!

As you can see, the project has built upon the fighting of World War Alpha by adding a bit of grappling. It's not as deep as what we've come to expect from the wrestling games, but the execution is already much better. For a start, that headlock makes for a more logical and satisfying starting position! The character lunges with his left arm and immediately wraps them up in that hold rather than resorting to the awkward shoulder to shoulder dance of previous games.

Although it looks more aggressive and realistic, one obvious drawback is the limited amount of moves it can lead to - but since this isn't a dedicated wrestling game that's not the problem is would otherwise be. The moves here are likely to be the rough tugging and tussling that you expect from real life, and it's perfectly adequate for that. Whatever I come up with, you can expect it to be nicely animated.

Just applying and releasing the headlock alone is already smoother than what we saw in Wrestling Encore , so things should pick up when the action turns really violent! However, another thing this game can't emulate from the wrestling games is the interaction with furniture.

It all has to be stapled to the spot in a game of this kind, so don't expect to go crashing through tables with your takedowns. In fact, it was a 24 hour struggle trying to get the moves to animate within the confines of these cluttered rooms! The mathematical programming I relied on in the wrestling games was barely compatible with the adventurous style of this game, and some serious rethinking had to be done.

I managed to pull it off though, so let's just be glad that grappling moves of any persuasion are being performed in this unconventional setting Identity Parade Well, before we go any further, it's worth pointing out that the rather cryptic title of Cell Division has been changed to the more self-explanatory Hard Time.

The new identity must be a step in the right direction because the project hasn't looked back since. I took the opportunity to draw up a brand new logo, and the stylized look is a radical departure from my usual corny presentation! And an equally cool theme tune has already been composed to go with it. Although the game's title might tempt a guy to steal The Big Bossman's old entrance theme, I've managed to sidestep that landmine and produce a minimalist hip hop beat worthy of Oz.

Or if you'd prefer a wrestling reference, it's rather reminiscent of Razor Ramon's old tune! An exciting new style for me whichever way you look at it, and a revealing glimpse of what might be achieved in and beyond What Not To Wear The game itself has also started to develop its own visual style as the characterization finally starts to take shape. Not only do we have the boys in blue watching over your every move, but the different cell blocks also have their own colour of clothing - with green, grey, and navy blue variations joining the default orange.

And like the kits in Grass Roots , these outfits can also be worn any number of ways - ranging from vests and bare chests to short or long sleeved versions of the overalls. The racial variations that we've come to expect from recent games are also on hand to make sure any appearance is available to any race. Combined with the many hairstyles and facial differences, this ensures that every single prisoner is recognizably different Friend Or Foe And these characters promise to act as differently as they look.

Free YouTube Downloader. IObit Uninstaller. WinRAR bit. Internet Download Manager. VLC Media Player. MacX YouTube Downloader. Microsoft Office YTD Video Downloader. Adobe Photoshop CC. VirtualDJ Avast Free Security. Downloadable Version v1. You can load it up 3 times, free of charge, after which you must register at full price to continue.

However, please note that these online versions aren't as easily updated as the pure boxed game Alternative Download Location MDickie. Demo Version 7mb Click to download the official demo of the game.

It merely gives you a chance to play within the confines of one location. Simply take it as a test to ensure that the game works on your computer, and then read the official preview or download the trial version to learn more about the full game Version 1.

You can load it up 3 times, free of charge, after which you must register at full price to continue. However, please note that these online versions aren't as easily updated as the pure boxed game Alternative Download Location MDickie. It merely gives you a chance to play within the confines of one location. Simply take it as a test to ensure that the game works on your computer, and then read the official preview or download the trial version to learn more about the full game Version 1.

New to v1.



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