Wednesday, August 3, 2011

Nostalgic for the Collective

Valve operates 2 main mod community presences: the Valve Developer wiki (with occasional transfusions from the private licensee wiki) and the Steam forums for the Source SDK; a quiet library and a McDonald's. It didn't always used to be like this.

Back in the rose-colored days of Half-Life 1 modding, among those wondrous whisper-filled parties in East Hampton manors with the incorrigible antics of Gilda Gray, Valve staffed a dedicated liaison named Chris "Autolycus" Bokitch who actively maintained the Valve Editing Resource Center. The Valve-ERC brought together a loose confederation of websites and tools across the entire modding food chain:
  • The Spirit of Half-Life, a sort of open source Valve-sanctioned "skunkworks" mod intended to boost other mods, with stuff like a particle system and entity parenting.
  • Map reviewers (Pixel Maps for TFC, Ten-Four for HL1)
  • Small single player map contests on the main VERC site 
  • Anomalous Materials, a forum for discussing experimental design projects
  • Entity references and tutorials, then partly outsourced to Handy Vandal's Almanac and TFMapped
  • Remote Compile System; upload your map, let some servers bake it, then get an e-mail when it's done
The last few years, it also hosted the first Source SDK reference docs and what I consider to be the crowning achievement, the "VERC Collective."

Monday, August 1, 2011

GravityGunVille

Phillip Marlowe, bless his heart, is always running these cool mapping competitions that unfortunately don't get many entries nor exposure -- but this time he's lined up some pretty cool judges, a cash prize and a pretty workable theme, so maybe we should support him with our levels, yeah? (I'm thinking I'm going to make something for it too.)

The goal of "GravityGunVille" is to make a short Half-Life 2: Episode Two single player map with heavy use of the gravity gun by 19 September 2011. There's a $100 prize, or maybe they'll split it or something.

Let's dance.

Saturday, July 30, 2011

"Hide" by Andrew Shouldice

I'm posting this early because he's declared it "done" already: I think "Hide" might be the first (or at least one of the first) games completed for the Super Friendship Club's first game pageant, "Justice."

It's yet another Unity FPS, sure, but it twists the formula rather well -- the clever way he's done the sprint controls, the smart downsampling effect that makes Unity not look like Unity at all but allows him to stylize some otherwise roughly constructed props, and the really chilling sound design -- among many other things I admire. (I'm totally going to steal the sprint idea / the downsampling technique for my own games, by the way.)

... And that's all I'm going to tell you. It might've been too much already.
 
PC build is here and the Mac build is here.
Mac: http://dal-acm.ca/~dice/Hide/H...
PC: http://dal-acm.ca/~dice/Hide/H...

(PS: Mr. Andrew, optimize the file size a bit and release a web build!)

Tuesday, July 26, 2011

Justice, still.


Had to throw away a lot of level design because the layout was simply no-good. Going for a more methodical approach this time instead of the aimless free-form improv of before. Also shocked at how much more thought I had to put into constructing my assets and props; I've never had to build expansive interiors in Unity before. Even in this scene, I've scaled all the architecture way too big and now I have to compensate in weird ways.

It's going to be a photo finish for the end of August...

Thursday, July 21, 2011

Whoopservatory


Magnar has finally released his newest Half-Life 2: Episode Two single player masterpiece, "Whoopservatory." It uses a pretty clever mechanic with an equally clever implementation, but I suggest you just go into it without knowing anything more. You'll like it but wish the end was more "meaty." (Disclosure: I beta-tested this.)

DOWNLOAD HERE.

Tuesday, July 19, 2011

Source Shader Editor v0.1



Whoa. If Valve had job titles, they should hire this "BiohazardPro" guy as a tools programmer or something. It also comes a little too late for the now kinda-comatose mod community, but still, Rob Briscoe could get some good use out of it, though it probably doesn't fit very neatly into the Portal 2 codebase they're using for Dear Esther.

Maybe if it dovetails with that ambiguous "we'll make the SDK free" thing, it could be just the defibrillator we need for the mod scene?

For technical details and implementation, check out the surprisingly substantial docs on the wiki.

Saturday, July 16, 2011

Justice.

2 weeks left to finish a crazy overambitious collab with Eddie Cameron. Stay tuned.

Tuesday, July 12, 2011

Dark Past (part 4): The Useful Post (?) or Randy Smith's "valence theory" of level design.

This is a series of posts that analyzes the immersive sim. It's a play on the excellent RPS feature, Dark Futures.

Many moons ago, I began by (part 1) emphasizing the robustness of systems in immersive sims before (part 2) moving closer to level design, then (part 3) criticized both ideas, and now the point of all this: (part 4) Randy Smith's "valence theory" of level design, as applied to the Thief games. (NOTE: he never called it that, but I am.)

We're done with the theoretical basis. Now this is the "Useful Post" of the Dark Past series, a primer on some level design theory for immersive sims with stealth mechanics. It's also particularly relevant, given the recent announcement of Dishonored.