In Development - A Source mod Created 14 years ago2009-08-17 20:19:50 UTC by bluefire40 bluefire40

Created 14 years ago2009-08-17 20:19:50 UTC by bluefire40 bluefire40

Posted 14 years ago2009-08-18 02:05:25 UTC Post #272106
In Development is a HL2 Single Player mod.
User posted image
You play as a teenager who has just arrived home from school to see that the console he ordered has arrived. As he plugs it in and puts his hand on the controller, an electrical surge occurs, and he passes out. He wakes on a WWII infantry boat, and ventures outside to find answers about the world around him.

In Development is unique in concept because it is not stuck to one theme, you go through many different "games" and try to reach the generic objective presented in the scenario, such as "Get to the top of the hill" on D-Day. In addition to the weapons provided by the current "game", you get access to the Debug weapons, which are coding utilities in weapon form, such as Breakpoints, Comments, and Arrays.
User posted image
I am sorry to say that WWII is the only section I can talk about, but other people have compared the other sections of the game to be similar to Psychonauts, in terms of the style of the levels, not level progression. I can not reveal the major plot point, as I have not decided when it should be revealed in the game. I hope that I was able to convey the image of the rest of the game, despite the absence of the major theme.

We have a team established, but we had to remove our mapper as he did no work for 3 months.

Our current team is as follows:

Bluefire - Programmer

Dang - Texture Artist

FireofZeal - Modeler

We have a music artist, another programmer, and another modeler joining us in the next few weeks, as they wish to start once classes do.

So, we need the following people for the mod:

Mappers - 3

Modelers - 1+

Texture Artist - 1

The expected length of the mod is 2 hours, if all concepts are used.

http://steamcommunity.com/groups/InDevelopment

I also want to apologize if this description feels a bit rushed, I had to re-write it 3 times due to me bumping into the back button repeatedly.

If you wish to contact me, you can reach me at bluefire40(at)hotmail.com
Or you can PM me here. Whatever you fancy.
Posted 14 years ago2009-08-18 16:21:54 UTC Post #272167
Very well presented and with an impressive staff. The only thing I'm missing is some screenshots or artwork that's already been produced: people who jump on the team want to know you're serious.
Posted 14 years ago2009-08-18 16:46:48 UTC Post #272169
The pictures shown are pretty much the only material we have right now. The modeler lost all of his data, and so only has the older version of the gun, and we have no maps due to our old mapper not doing any work. If I had the model for the Thompson, I could maybe make a video of the Thompson in action, but right now all you would see is the default SMG1 firing differently (and with a odd Secondary attack animation).

Production started only 3 months ago, and most of us were gone half of the time on trips. So right now you are looking at about a month's work on the mod.
Posted 14 years ago2009-08-18 19:55:04 UTC Post #272179
Will the mappers be given general layouts to work with, or is level design soley their responsibility?
Posted 14 years ago2009-08-18 20:06:46 UTC Post #272180
A bit of both.
I will tell you what will be required, but let you take care of the level layout. I like to be specific about the required parts, so it's not like I am going to say "I need a Oval shaped room" and let you go off with little to no info.

I want the mappers to be able to exercise their mapping style, and create truly unique maps, while still having some areas limited, to push the plot forward.
Posted 14 years ago2009-08-18 21:14:10 UTC Post #272183
Great idea. I hope you attract some talented mappers, this is a mod that sounds like it deserves to be done right.
Strider StriderTuned to a dead channel.
Posted 14 years ago2009-08-18 21:36:33 UTC Post #272184
It looks like you have a really solid foundation there. I really like your story overview in particular because it doesn't delve into absurdly intricate detail. Multi-paragraph mod descriptions bore me to death and make me wonder how they're going to transfer their mini-novel into a playable game.

Lucky for you mappers are so incredibly easy to find. There's actually an overabundance of them IMO. If you look around, it's probably the least available team position, since most mods are begun by mappers who know how to do little else. It's fortunate that you're a coder and you've got a modeler already, because those skills are NOT easy to come across.
Posted 14 years ago2009-08-18 23:54:27 UTC Post #272187
I just recorded some footage of the Thompson, without the model. You can watch it here:
http://www.youtube.com/watch?v=wMjA2Rd5Elk&feature=channel_page
Posted 14 years ago2009-08-28 23:37:33 UTC Post #272643
Sounds really good and promising. If only I could map for Source. Good luck setting up a good team. I hope I'll see advanced (or finished) work someday.
Posted 14 years ago2009-09-12 18:46:27 UTC Post #273288
It's a tad late, but...
ModDB page is up.

http://www.moddb.com/mods/in-development
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