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The creative director of the original SOCOM games wants to bring you the spiritual successor to those breakout PlayStation 2 shooters.
The creative director of the original SOCOM games wants to bring you the spiritual successor to those breakout PlayStation 2 shooters.
2,772 backers pledged $252,662 to help bring this project to life.

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H-Hour is on the move: VOTE YES on Steam Greenlight

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Today SOF Studios took H-Hour: World's Elite to Steam Games. We need your support to UpVote H-Hour on Steam. Click below, register a Steam account if you don't already have one and Vote YES on H-Hour!

Then join us on TWITCH today at 3PM EST for a Live studio broadcast with special guests in a Round Table discussion about H-Hour.

Thank you ALL for the continued support, we appreciate you!

SOF Studio's Delivers

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As we welcome in the New Year SOF Studios is closing in on the completed H-Hour demo you all graciously supported. As we head into fine tuning and testing phases we wanted to share our progress with you all today. 

This is just a slice of our build in it's very early pre-alpha stages. As we head into our next phase our communities feedback and valued input is crucial. Together we will fine tune and test the build to best position us to secure VC funding.

H-Hour: World's Elite is poised to have a very bright future in 2014. We appreciate your continued support throughout our journey together. 

From all of us at SOF Studios have a wonderful New Year and get ready to Green Up!

KS Rewards Update

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THIS ONE IS SHIPPING

So I’ve been moderately quiet lately. Well, quiet for me, at least. There are reasons for that as many of you can probably imagine. Directing, testing, tuning the game—just a few of the many tasks demanding attention. Plus occasionally making passable art and particles. There’s always something that needs work, and I’m really enjoying being eyeballs-deep in making a game again. But enough about that. If you’re like a lot of our backers, you might be wondering about the status of your delicious, magnificent swag.

As of this moment, we are down to putting together the last eighty-two fulfillment packages. For now, anyway. There are some odds and ends like the posters and headsets coming down the road. What I’m talking about is the majority of the Kickstarter rewards—t-shirts, hoodies, hats, and patches--are now in their mailing envelopes and in the hands of the guys (that’s Kevin and his girlfriend) doing the shipping. The first wave of swag should go out Friday.

Now you might think, “hey, how long could this sort of thing possibly take?” To which I would say to you (if I were telepathic) “a really freaking long time.” A few doesn’t take much time to bundle up and get in the mail but hundreds and hundreds do, especially when working on the game takes priority. So whenever possible we’ve sneaked in the packaging at odd hours. And it was awesome to come across names of people that reached out to me during the campaign and after. In a way it felt like wrapping Christmas presents for you. But in truth, you guys gave us the real gift when you backed us. Thank you again.

H-Hour Releases it's First Image

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In case you missed the H-Hour screenshot heard around the world:

SOF Studios released their first Pre-Alpha WIP image since the launch of our Kickstarter. Together with our Private Forums backers we chose the above image to share and update those following our progress.

Our release was picked up by news media outlets around the world and also featured in an article by Polygon this morning.

If you haven't checked out www.sofstudios.com in a while, we are offering our OG Kickstarter backers an opportunity to upgrade their pledges with access to the Private Forums and Beta if you weren't able to grab them during the KS Campaign.

As always, we greatly appreciate your continued support of H-Hour: World's Elite.

The SOF Studios Team

This One Is The State of Things

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Today when I got to the office, I resumed my quest to “make black smoke” particles. Most explosives generate black smoke and while I was able to create respectable white smoke like nobody’s business, no matter how black I painted source textures, the particles were always white when viewed in the game.

But this morning I figured it out and like almost always, it was something stupid that I missed. And as always, in hindsight, creating these things is trivially easy—when you know what tiny, tucked away parameter you are supposed to manipulate. I expect these “oh, you idiot” revelatory moments at least once a day.

Along these lines, I thought I’d mention that this is the way of all things in game development. Your enemy isn’t always a lurking checkbox to enable a parameter you need but don’t know about. Hiccups manifest across the spectrum of production, ranging from what I’ve described to ineffable scheduling conflicts. For example, we have three completely unique characters for the demo and all of them are nearing completion at the super high-resolution stage. But due to the tricksiness of pan-continental scheduling and communication, there’s one vital piece of the process stalled on each one of these characters. Oh, nothing drastic—they’ll all be done and look great before the demo phase is done. But right now we’re waiting on lower-res versions of the characters so that they can be skinned for animation. This doesn’t mean work on animation has stopped. Not at all. That’s actually forging ahead daily. But until I have at least one first pass representative character on which to play those animation, I’m holding off showing any of the animation. However, I can report that about 90% of core navigation is done, basic weapon firing is in, and the deaths look darn good for a first pass implementation. Next week Kevin’s promised to have grenade throws/tosses and lean/lean to fire hooked up. Overall, the state of the animation is pretty exciting.

While we’re waiting for those in-game characters to be finished, here’s a peek at their “new heads.” The SOF character got a makeover and the hostage makes her debut.

At the same time, work on weapons for the demo is well underway.

I tweeted that I was tuning weapons already and I thought this might be a good time to talk about what we have in the arsenal for the demo. Because the focus has been on recapturing the magic of the early games, I didn’t want to introduce “emergent” weapons that are just now or soon will be entering service to the armed forces. I wanted to stick with the classics. To that end, here’s the short list of weapons that we have slated to appear in the demo: Beretta 92F, Desert Eagle, Remington Model 870, SPAS 12, M4A1, Steyr Aug, AK-47, MP5, MP5 SD, Uzi, Remington Model 700, Dragunov, PNM mine, frag, red smoke (for marking extraction zones), white smoke, C4, and flashbang. The stated goal is to come as close to possible in recreating the feel of the old school versions of these weapons and I’m confident we can do that. Anyway, as you can see, these are classics all the way and there’s enough variety to balance out the SOF/terrorist sides. Of course I wish we could implement more but there’s a budget to observe. I may also have time to add a suppressed version of the M4A1, but we’ll have to see. For a demo, that’s really a lot of weapons. At least if feels that way when you’re trying to get them all built and tuned.

Out of the list above, about half of the weapons have been created and are at “first pass” quality. The second pass will be all about adding little precision details. Right now they look good, especially considering their first pass status.

The map is making major strides forward every week. We’ve been focused on the layout so far but the artists have been cranking on assets for weeks now and they’re starting to appear in the level. Between progress with the animation, characters (creeping towards integration!), mechanics, weapons, and level art, I’m getting a real feeling of convergence. We are approaching the tipping point after which we could show new stuff every day and not have to worry about blurring out what’s not finished or giving you a long list of what’s left to be done. Although it is my tendency to think content is never really done, I’m starting to grow comfortable sharing all the WIP. Stay tuned.