About
About Glassed
Glassed is a fan-made Halo game created by a small group of friends.
We intend to bring you a game that we'd love to play, with our own style and liberties, inspired by the past art and gameplay masterpieces that the Halo titles used to be.
The development of the game started in early 2014 on the Unity engine. Since then, we've changed and evolved. Throughout UDK (UE3) and now UE4, we have had many a setback and even project restarts, but we're keen on getting the game to you all. We thank you all for being patient with us. :)
The Artstyle:
Glassed is set in an alternate timeline of the Halo multiverse. This way, we have more freedom and the liberty of introducing new enemies, new factions and civilizations without having to worry about the lore.
Obviously, this opens up new opportunities to evolve the already existing, and beautiful, Halo artstyle. Glassed uses the laws, rules, and overall feel of the classic Bungie art, mixed with shiny new custom elements added in a respectful and enhancing way (instead of complete change).
Elements of Destiny concept art can be seen in our Human/UNSC architecture, weapons and doodads, and in the architecture of The Ancients.
Oh, also. Forerunner space pyramids. Who wouldn't wanna see that?
The Game:
Glassed has two main parts: The singleplayer game (currently known as "Valkyrie"), and the multiplayer element.
The singleplayer part of the game is heavily influenced by the Mass Effect, Gothic, and Freelancer games. It is NOT a classic Halo-style Singleplayer campaign, however. Currently we're working on a Freelancer-inspired (as far as gameplay goes) action-packed Space-Combat "Open-World" simulator, with breaks of pace on planet surfaces, space stations, and other "hub-world" areas.
The mutlplayer part of the game is, at this point, a mix of Quake and Halo: CE (without grenades!), with no "modern-Halo" gimmicks or trends.
Everyone moves the same speed (fast) with maps made or remade and evolved with the emphasis on player-speed, "skill-jumps", man-cannons and precise shots.
We've done away with the Halo - esque "2-weapon-system" in favour of our own, new "Weapon-category" system. Similar to Half-Life's weapon "slots", Glassed now has firearms sorted into Categories.
For instance, the Close Range Weapon Category includes the AR, SMG, Shotgun, and Swords/Machetes/Knives, whilst Rocket Launchers, Grenade Launchers and Concussion Rifles are part of the Heavy Weapons Category. Players can wield only one weapon of each category at a time.
Currently there are four weapon categories excluding the "Special Weapon" Category.
Obviously, the number of these categories is subject to change, as are the weapons "put" in each category.
We cannot give a release date as of right now.
Technical details:
Engine used: Unreal Engine 4.19
Software used: 3DS Max 2018, Google Sketchup, ZBrush, CrazyBump, SpeedTree, Unreal Engine 4
Tested PC specs:
FX-8350 @base (4.3Ghz max), ASUS R9290 4GB DC-II (@947Mhz), 16GB DDR3 (8 should be fine), Windows 8.1 64bit
Burney's ("engine-guy") PC specs (aka. "recommended")
i7 8700k @4.7Ghz, Gigabyte GTX1070, 32GB DDR4 3000Mhz (again, 8GB of practically any speed will do), Windows 10 64bit
Glassed is a fan-made Halo game created by a small group of friends.
We intend to bring you a game that we'd love to play, with our own style and liberties, inspired by the past art and gameplay masterpieces that the Halo titles used to be.
The development of the game started in early 2014 on the Unity engine. Since then, we've changed and evolved. Throughout UDK (UE3) and now UE4, we have had many a setback and even project restarts, but we're keen on getting the game to you all. We thank you all for being patient with us. :)
The Artstyle:
Glassed is set in an alternate timeline of the Halo multiverse. This way, we have more freedom and the liberty of introducing new enemies, new factions and civilizations without having to worry about the lore.
Obviously, this opens up new opportunities to evolve the already existing, and beautiful, Halo artstyle. Glassed uses the laws, rules, and overall feel of the classic Bungie art, mixed with shiny new custom elements added in a respectful and enhancing way (instead of complete change).
Elements of Destiny concept art can be seen in our Human/UNSC architecture, weapons and doodads, and in the architecture of The Ancients.
Oh, also. Forerunner space pyramids. Who wouldn't wanna see that?
The Game:
Glassed has two main parts: The singleplayer game (currently known as "Valkyrie"), and the multiplayer element.
The singleplayer part of the game is heavily influenced by the Mass Effect, Gothic, and Freelancer games. It is NOT a classic Halo-style Singleplayer campaign, however. Currently we're working on a Freelancer-inspired (as far as gameplay goes) action-packed Space-Combat "Open-World" simulator, with breaks of pace on planet surfaces, space stations, and other "hub-world" areas.
The mutlplayer part of the game is, at this point, a mix of Quake and Halo: CE (without grenades!), with no "modern-Halo" gimmicks or trends.
Everyone moves the same speed (fast) with maps made or remade and evolved with the emphasis on player-speed, "skill-jumps", man-cannons and precise shots.
We've done away with the Halo - esque "2-weapon-system" in favour of our own, new "Weapon-category" system. Similar to Half-Life's weapon "slots", Glassed now has firearms sorted into Categories.
For instance, the Close Range Weapon Category includes the AR, SMG, Shotgun, and Swords/Machetes/Knives, whilst Rocket Launchers, Grenade Launchers and Concussion Rifles are part of the Heavy Weapons Category. Players can wield only one weapon of each category at a time.
Currently there are four weapon categories excluding the "Special Weapon" Category.
Obviously, the number of these categories is subject to change, as are the weapons "put" in each category.
We cannot give a release date as of right now.
Technical details:
Engine used: Unreal Engine 4.19
Software used: 3DS Max 2018, Google Sketchup, ZBrush, CrazyBump, SpeedTree, Unreal Engine 4
Tested PC specs:
FX-8350 @base (4.3Ghz max), ASUS R9290 4GB DC-II (@947Mhz), 16GB DDR3 (8 should be fine), Windows 8.1 64bit
Burney's ("engine-guy") PC specs (aka. "recommended")
i7 8700k @4.7Ghz, Gigabyte GTX1070, 32GB DDR4 3000Mhz (again, 8GB of practically any speed will do), Windows 10 64bit
Halo © Microsoft Corporation. Glassed was created under Microsoft's "Game Content Usage Rules" using assets from Halo, and it is not endorsed by or affiliated with Microsoft.