Announcing Project Absentia + Site Overhaul

We want to announce that we’re adapting Scoot Hard DX into an original IP. This project is called Project Absentia and is going to be commercialized. Scoot Hard DX will remain up as a freeware project (and always will be), while Project Absentia will add so much more – including three more episodes, and a whole new story direction. We don’t want to spoil too much.

Abby, the heroine of Project Absentia, holding a Tommy Gun.
Abby, the anti-heroine of Project Absentia

AuroraDawn, the author of Rainbow Factory, Pegasus Device, and Pegasus Device Reckoning, has helped with some of the concepts to turn Scoot Hard DX into it’s own thing – separate from Rainbow Factory and MLP in general. We thank him for being so good to our dev team.

I have added a page for Project Absentia. Expect more as time goes on.

Another thing we have done is added a Discord widget to the site. It allows you to connect to the public Discord server, as well as see who’s currently online. Come join us sometime. We’re on frequently.

Scoot Hard DX Version 1.2 is out

Scoot Hard DX Version 1.2 is out. It has the following fixes:

  • Enforcers have been completely overhauled to fix some issues players were having. They now respond differently to certain damagetypes.
  • Made hint system better (especially for weapon swapping)
  • Adjusted E1M3
E2M1 – Fighting The Enforcer for the first time

Links are in the usual spot below

Scoot Hard DX Beta 3 is out!

After a long wait, Scoot Hard DX is in Beta 3 – and it’s feature complete. The only thing that needs done absolutely is the rest of the music and some polishing touches.

The major changes from 2.8.3a:

  • Chicken Mode remembers your health if it’s above 100, and restores it back when you unmorph
  • Difficulty balance has been tweaked to better scale and not be so difficult.
  • Redid armor system to be more reliable. It now acts like a health buffer for certain damage types
  • New Scootaloo VA. We welcome Victoria Prater to the team as Scootaloo
  • Another new VA is Dane/Movieunleashers as the Engineer
  • Reworked and redrew the Tornadozer to fire tons of mini-tornadoes for the primary fire, while keeping the classic secondary tornado attack which homes in on enemies
  • Redid all the textures, added skyboxes
  • Added brightmaps to many things
  • All levels are present and playable in the game. We added E2M3, E2S1, E3M1, and retooled/recolored a bunch of levels and boss battles to make them as quality as possible
  • End Credits completely redone
  • Redid a bunch of sounds, balanced others
  • Redid how heating up applesauce works, less hacky way of doing it thanks to ZScript
  • Added better gib effects for both ponies and mechanical stuff, including the ice shattering effect
  • Jettisoned old explosion code, which was jank
  • More music was done for Episode 2 and 3
  • Several bugfixes
  • Switched to WIGZDoom
  • Many other changes I can’t remember
Demonstrating Chicken Mode in E1M1
Showing off the lighting effects in E1M1 at the construction site
Showing off the brightmap effects on the Fillyseeker in E1M3
Fighting the first boss in E1M4
Showing off the verticality in E2M1

Download Scoot Hard DX Beta 3 (x64) here!

WI/GZDoom Re-done

As Scoot Hard DX development continues on, we decided to bring back WIGZDoom – or WI/GZDoom as I prefer to stylize it.

WI/GZDoom is just simply our in-house fork of GZDoom. It’s feature compatible with dev builds of GZDoom, but has some default settings that we prefer by default, but can’t do in DEFCVARS.

It also features a snazzy icon, the classic WIGZDoom icon for now.

If you want to see what’s up, here’s the fork’s Github repo. It’s available under the GPLv3 license, just like GZDoom. Take that for what you will.

It will be available with the next build of Scoot Hard DX, replacing the stock GZDoom.

PS: I’m still using WIGZDoom as the executable’s window name and any references to it, I want to change the name to WI/GZDoom in the source code itself at some point. Don’t be alarmed.