dothack network has just shared a video with a working port of imoq for pc called "piney apples" www.youtube.com/watch?v=0BMR...
Piney Apples a .hack//IMOQ Decompile Project
YouTube video by dothacknetwork
youtube.com
dothack network has just shared a video with a working port of imoq for pc called "piney apples" www.youtube.com/watch?v=0BMR...
Piney Apples a .hack//IMOQ Decompile Project
YouTube video by dothacknetwork
youtube.com
By making the dungeons very modular, we're able to reuse many parts. This gives better performance in-game as well as making it easier to be consistent in our art style. Photos taken in Blender
This one was surprisingly tricky given our strict requirements. We wanted the creature to be identical in both geometry and texture as the regular chests used in the game. But without sacrificing the qualities of the mimic Photo taken in Blender
(Part 2/2) However, we are considering posting news updates related to their project as well as our own. One downside is it may be confusing for players. We want to keep a distinction between our game and theirs. We are 50/50 on this and want to ask what you think
(Part 1/2) Now that CyberConnect2 has announced an upcoming official .hack game, we want to make it clear that we will not stop development for our project. They both serve entirely different purposes with entirely different experiences for players
CyberConnect2 will announce their new game project in 24 hours. Here's hoping for more .hack! Catch the premier at www.youtube.com/watch?v=UcjZ...
We got an email requesting to see the hell doberman update from before. Here it is! (minus the particles)
youtube.com/watch?v=Lgiv... We are not sure if we want to continue this mix or scrap it. Very poor video editing in under 30 minutes with new software. We hope to get someone to do our video editing in the future
nø15s3$ß° (rough mix)
YouTube video by dothackdotcom
youtube.com
Early WIP. By far the most difficult song we've attempted to recreate. An enormous amount of work remains. Vocals are temp. until we find the original source
Next week we will do a field video with music. We are thinking to just do 1 minute fly-around and then loop it for 30-60 minutes. Still unsure if we should have monster portals, grunty foods, etc
What would you like to see next? Characters/Clothing? Monsters? Field assets? Grunties? Weapons? Towns?
The goblins were a bit tricky because of our limitations 1) Each monster is allowed a single material[*] 2) The goblins MUST be identical for the humanoid parts We didn't want any sort of difference in the arms/legs/face (when visible) regardless of the type of goblin (mage, knight, etc) All done!
Our first behind the scenes video -- showing v1 of our terrain generation from march 2025 www.youtube.com/watch?v=SIDH...
Behind The Scenes - Terrain v1
YouTube video by dothackdotcom
youtube.com
First Gott Statue -- as seen from a previous video Next week we will do our first sort of behind the scenes video. It will be posted on our youtube channel and embedded here due to the length/size restrictions and such
From the artist: "My favourite so far was Living Dead. Since the original concept was quite old, I had to create many things freely, and that ended up being the most fun part of the process. I had a lot of freedom to work on the anatomy which is what I enjoy modeling the most" (paraphrased to fit)
Early WIP -- High-poly clothing, no textures. We really like how this one is coming out
One of our favourite things to do is to recreate sections that have markings or text to make them readable. Such as this piece. Can you guess what its from? (Note: NOT a root town) Bricks still WIP
We're thinking of doing a video series to show off fields/areas with the field music playing. Would that be interesting?
From the artist: "My favourite so far was the Guardian, it has this tree-robot look, and I think the result turned out really nice. But the most demanding one so far was Wood Stock. Since its a large asymmetrical creature. I think it came out really good for a LP creature" (paraphrased to fit)