Due to the hectic schedule of my job, the mod has been slow going. However, I've taken advantage of the unique nature of my job to churn out as much concept art as possible and nail down as concrete a direction for the experience on paper as possible. The result should be a more focused experience.
Superstructure has a better direction, and will be rebuilt as an orangemap to refine the puzzles and flow of the map first before bringing it in line with previous screenshots (the style guide of the map, if you will).
I will probably rant about this in the bonus material release, but attempting to make electrical plug wires work has been an exercise in frustration and complicated entity setups. However, hopefully now that I've gone over d1_trainstation_05 with a fine tooth comb, I should be ready to build my own plugs and get the puzzles ready to go- assuming, of course, that the standalone codebase gravity can be fixed. There's currently a lot of bugs with the standalone code, so much work remains to be done before we can announce our total failure to make any progress. But rest assured- work is progressing. Slowly.
Thursday, October 10, 2019
Tuesday, March 5, 2019
Thursday, January 31, 2019
UPDATE 2019
There was a significant delay in working on the mod due to a massive fire near my house. Thankfully that's all resolved. I was also taking the time to get my feet wet in Unity and learn some new things before coming back to the mod. I hope to be able to make some custom assets for the mod myself such as new trees, buildings, and other such props, but we'll have to see. I'm going to try and begin making time for the mod again this year and I hope to bring the first few maps stand-alone as soon as the maps are finished and the stand-alone base is bugfixed.
Thanks for continuing to follow my work, and I'll keep you updated as I have things to show.
Thanks for continuing to follow my work, and I'll keep you updated as I have things to show.
Saturday, October 20, 2018
STANDALONE MOD CLIENT IN THE WORKS!
Thankfully, I've managed to recruit outside help in beginning the transition of the mod from HL2E2 map files to a full-fledged individual codebase. This will take time, but this is a big step forward for the mod overall. It's still very early, things are being debugged, but hopefully the next public release of the mod will be riding atop this codebase. I've got some good ideas for how to best push the mod's ideas with code modification, but these will require extensive testing to ensure it doesn't break existing map balance (as Prison's been tested extensively by myself and many others, I want to use that as a testing ground to ensure any changes are beneficial for the overall experience).
Thanks for all of you that continue to follow the mod, and I hope to bring more good news to you soon in the coming months.
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