Both infuriating and liberating to work in Half-Life 1 again.
Monday, July 4, 2011
Sunday, July 3, 2011
Super Friendship Club
New pastures and new projects, founded by the Cambridge scene and its many satellites.
The first "pageant" is up; you have a month to make games about "justice."
Also, post your other projects there for some world-class feedback.
See you there!
Friday, July 1, 2011
MapCore Weekend Challenge: "Nightwatch DM"
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| Textures and level design by Henning Horstmann. |
The world textures were amazing though; ~60% by Adam Foster, ~25% by Henning Horstmann.
This weekend at MapCore, we're going to live vicariously through you and actually release some Nightwatch maps -- make a small Half-Life 1 deathmatch level in 72 hours using these awesome textures!
The Half-Life 1 version of Hammer is more or less identical to the current Source version, except the design process is so much faster. No worrying about cubemaps or water shaders or prop models. Just start mapping!
Confer the thread for instructions, what to download, and various tips and tricks for working with Half-Life 1.
Thursday, June 30, 2011
Unity for Source Modders
I still make Source mods and I like it, don't get me wrong -- there's no harm in a little experimentation though, right? Now, if you make levels for Source Engine stuff then you already have the skills to start using Unity. Think of it as learning another language and being bilingual or multilingual. Here are some general concepts from Source, their translations in Unity, and some tips:
> In the Unity editor, hold right-click in 3D camera view to enable WASD / mouse-look / noclip-style navigation, just like in Hammer. Hold "Shift" to sprint. This is probably the single most important thing for you to remember that you might not've figured out immediately.
Tuesday, June 28, 2011
Polonius (pre-alpha)
Against our better judgment, me and Eddie Cameron have made another Unity FPS for the Mini Ludum Dare #27, "All Talk." It's horribly unfinished because we spent most of the time playing LA Noire and going out to bars and eating amazing burgers, but hey, next time we'll know.
This game is based on the central setpiece of Francis Ford Coppola's classic espionage thriller, "The Conversation."
Here's how it works: you have three characters with microphones. Two have long-range parabolic "sniper" microphones in fixed positions, and one is on the ground to actively tail the target.
The target couple wanders into all kinds of obstacles (walls, trees, spheres, crowds) that prevents the snipers from getting a clear recording, so that's where the ground guy comes in -- he can tail them for a limited time, but then occasionally the target will turn around -- in which case he has to go run and hide.
Right now a lot of it is broken and the game doesn't work as well as it should. Specifically, it's either really hard or it's too easy if you find one particular exploit.
There's also a bunch of stuff we want to add: working gameplay, character animations, non-male character models, additional missions and scenarios, maybe a second "audio mixing" phase where you have to mix the 3 sources together before submitting to the client, etc.
Still... I think we're slowly getting better at this.
If you really want to play it, though I can only half-heartedly recommend it, the 7.1 mb Unity web player build is right here. Here are two important things you need to know before playing --
1) A yellow arrow hovers above your target for 30 seconds as an aid at the beginning of the game. After that, you're on your own.
2) Also, keep your briefcase guy out of the target couple's LoS, or else you'll lose! They have really far LoS! Just hide behind stuff to break LoS.
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