Hard time mdickie pc download
Depending on what your computer can handle, Hard Time features up to inmates lurking around the prison building - dozens of which could be onscreen at any given time! Despite using the same low-poly models, they actually look quite good too - thanks to the high resolution textures that are now the standard. Plus the inmates have more. The most recent setup file that can be downloaded is MB in size.
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.
After an uninspiring couple of weeks of groundwork, the project has finally hit its stride with the most sophisticated AI programming yet! Whereas the relationships in previous games amounted to one friend and one enemy, this game charts the history between each character and every other character - so it's possible to have dozens of friends and enemies at any one time.
This long-term hatred is also accompanied by a temporary "annoyance", which fuels the fires of retaliation whenever you aggravate another inmate. By default, no character has any interest in attacking another - but hostile incidents will temporarily spark them off.
At this point, the AI also alerts any friends of the victim to run to their aid - not least the wardens whose sole job it is to put out such fires! This chain reaction can produce some pretty wild riots, which is especially amusing when they're started by one character accidentally hitting another Honour Among Thieves Not only is there a complex network of relationships behind the scenes, but those relationships can also be noticeable onscreen.
Whereas a character's eyes were predetermined in previous games, here they constantly change to suit the subject of their gaze - ranging from that angry Heel look for enemies to a docile look for trusted friends. It sounds too small to matter, but it's actually very telling to see a character's face change the minute he sets eyes on you! And if that's not obvious enough, the system is also accompanied by animated greetings. Upon making eye contact with an inmate that you have a history with, the characters will briefly stop to give each other a friendly wave which turns to face the target like an aimed gun!
I also experimented with a middle finger alternative for enemies, but that doesn't work quite so well. After all, you're more likely to ignore someone you hate - and the gesture looks like a wave if you're not paying attention! As it is, whenever you stop to greet another character you know you're in safe hands Walkie Talkie The culmination of the relationship programming is that the inmates can finally speak to each other too.
This game pushes my infamous "promo" system further than ever before by allowing conversations to occur with anyone at any time. As surely as each character has a specific relationship with every other inmate, they also have their own topics of conversation - which are triggered whenever you approach their vicinity or when they approach yours.
At this point, the characters stop to exchange words before the action resumes - much like in World War Alpha. What this means is that we'll see the first ever context-sensitive conversations - such as being warned by wardens when you step out of line, or being confronted by inmates about something you just did! Not only does this apply to linear conversations, but it also extends to those "multiple choice" meetings - whereby a positive or negative response from you alters the course of the discussion.
It's still early days yet and very few relevant storylines have been implemented, but you can rest assured that the possibilities are truly endless Collect Call The prison setting has also been slowly evolving alongside the characters. The previously bare main hall has now been kitted out with plenty of distractions and decorations - ranging from a TV viewing area to a pool table.
Your level of interaction with these has yet to be decided, but rest assured that I'll cook up something. One thing that is designed to be handled is a row of pay phones! It's hoped that they'll provide a link to the outside world and open up even more storyline possibilities - much like the phone-based missions from the original Grand Theft Auto.
And a welcome addition to all locations is that they finally have light fittings too! I've avoided them in my 3D work thus far, but it turns out they can add a lot of character to a room and certainly make the bright lighting a little more logical Self Service A nice looking canteen perhaps too "nice" for a prison! For a start, some decent plastic moulded seats have finally confined that dubious Wrestling MPire fold-up chair to the history books! They sit around a dozen large dining tables that line the walls.
Speaking of which, the textures for the walls, ceiling, and floor are brand new creations that are perfectly suited to the location. Of course, the centrepiece of the location is the food counter that runs down one side of the hall. Its metallic worktop displays unconvincing trays of food in a series of glass cases - while various tables, boxes, and kitchen appliances lurk in the background. You may even find yourself working back there! It's hoped that each novelty location will provide a work opportunity, where you can sacrifice your time for credits of some sort.
Quite what that should be and how it might pan out in a gaming context has yet to be determined Higher Learning A similarly detailed new location is the study - where the inmates go to expand their minds!
It's essentially a revamped version of the writing office from Popcorn , which benefits from improved modelling and texturing throughout. You are advised to download one of the various demos before placing an order! If they don't work for you, neither will the full game Hard Time In a bleak future where there are more criminals than citizens, one prison hopes to redress the balance with short doses of HARD time!
Take your punishment like a man and try to endure the grueling regime of Southtown Correctional Facility. Create your own inmate from scratch and rub shoulders with up to fellow convicts throughout the sprawling prison complex. With each passing day, every action taken and every word spoken will sculpt your own unique identity - as you attempt to juggle the physical and mental demands of prison life. You'll soon find that " reputation " is the only currency that matters in this world!
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