The mods I'm about to describe are actually the same mod, that actually got rewritten about 2 or 3 times between 2015 and 2017.
Admer: The Game
In late 2014, I had QBasic programming classes. Inspired, I decided to create a text adventure game with visuals. Inspired by Zork for the text adventure aspect, and Another World for the "another world" aspect, and the visuals. However, I was quite limited by QBasic and I would draw things line by line, manually, making animation super lengthy and tedious for myself. I only stuck to the textual component.
In 2015, I decided to convert my QBasic text game into a Half-Life single player map pack.
I made the first level and 13-year-old me wanted to do more. So, I wanted to do a total conversion.
Story:You wake up in a cave after getting knocked out by some bandits hours earlier. You get out of the cave, find an empty house with some things, pick those up, and try to find your way through the forest.
It was rapid at first. I made 3 maps within the first couple of months (albeit, very low quality maps). The maps were really all that was made for the mod. It had around 3 or 4 maps.
It was solely based on my QB text adventure game. I got bored of it, and I wanted to make it more interesting.Rewrite!
An unknown game
You were playing as Admer (not me, rather an Admer from a parallel universe who's way more capable than me). You somehow ended up on a different planet called LoG (Land of Gamers - will be explained soon) with no memory of what happened within the past 24 hours. You had to get out of the cave by blowing up the TNT and fighting your way through a zombie-infested forest with abandoned houses, until you reached the city. [sudden end of footage]
New HUD sprites were made, a main menu background was added as well as AVI startup videos. I was developing that on a pirated Half-Life copy, which still had the D3D renderer and could play AVIs, so definitely before the Steampipe update. Either way, it ran.
Most importantly, programming!
This wouldn't last too long, as I wasn't satisfied with the mod's goal again, so I rethought of it once more.Rewrite!
An unknown game, revision 1
It was 2016 when this revision occurred.
Story: In the 80s, scientists discovered a portal to a parallel universe. In the 90s, a rich dude gathered a team of researchers, scientists, and life-sentenced prisoners to create something he always wanted: a way to change the appearance of his body so that he could look like a furry. Gotta explain the humanoids on LoG somehow!
In 2017, you travel to that universe because of education, and a brighter future. It was called Land of Gamers because, pretty much, most people who lived there were gamers. The cave and forest level actually then became a "game inside a game", basically, the player would enter a friend's apartment somewhen in the 3rd chapter, and he'd ask the player to test his VR game.
Tech: New entities were planned, and some gameplay tweaks.
Mapping skills improved, so I could deliver more interesting entity setups. New textures were also being added, as well as new sounds and voice acting. Finally, I had more success in coding and I could copy-paste things I wanted without errors. But still, not make my own code. xd
What ultimately happened?
The whole thing eventually fell apart, as I couldn't keep up with anything. I lost motivation completely, and I didn't want
to continue. I was getting into making maps way more (and that's the skill that I've really developed the most, throughout those years - now I'm developing the rest to a similar level).
I'll quote what I originally said about that matter:
Like most of these Half-Life mods, this mod lacked a good coder. Back then, I understood none of the code, and I didn't know how to write my own code. I was a copy-paste coder. I only knew QBasic. Now I know some LUA, and I can code for Far Cry.
What's worse, I didn't know how to model. Now I do, but it's too late now. I had to make simple, low-poly models, but I didn't have the skill to model a simple rock. Now I can model cars, weapons, characters and many other things.
What's even more worse than that, is the fact that the mod actually had many characters in the story. Thus, a lot of voice actors would be required (voices for Barnes, George, Jody, random citizens, radio chatter etc.). And an awful lot of maps would be made (like, 40 of them).
Then, I simply stopped working, as I was getting deeper and deeper into CS mapping. 3 months ago, I transitioned completely to work with CryEngine 1.
I hope I will continue to work on this mod in the future, when I am capable of being a 1-man modding machine. This was simply too much work for 1 person.
But not any more. I've become just that, and I'm hoping to revive this.
It just definitely won't be the same. It'll be like a revision 2, except that's called 'Utopia at stake'.
I'm putting these here, because they're pretty much different than the mod I'm going to make. Admer: The Game was supposed to be an adventure, exploration, an expedition to an unknown planet gone wrong, with action. An unknown game would've initially been just like ATG except it'd be heavily story-based, so you'd get to know some characters. An unknown game, revision 1, would've been about saving the planet, and your love~
AUG: Quest for Burek (Far Cry)
2016. I wouldn't let the An unknown game franchise die so easily. I had to do something. So I decided to make a sequel for Far Cry. This time, the protagonist was one of Admer's friends from elementary school, and the year was 2023. Some terrorists came to Admer's and Roki's hometown and destroyed the local burek place.
Roki got mad, but he couldn't do a thing about it. Admer came in, speeding in his orange Zastava 750, listening to accordion mixes. They barely escaped the terrorist attack.
Throughout the mod, you'd visit LoG and come back to Earth occasionally, and you'd eventually learn about The Organisation, which is responsible for the civil war that Admer stopped, back in An unknown game/Utopia at stake. Eventually, you'd track down their leaders and kill them off one by one, and the boss would be the last.
From the technological aspect, I would've started using satellite mapping, and I planned to add entities that extend the functionality of Far Cry maps, even though it had quite a few entities by itself: ProximityTrigger, AreaTrigger, AITrigger, DelayTrigger etc.
The so-called AUGU (An unknown game universe) got most of its lore from this time period. I improved the story, added way more content to it, and laid the foundation for the whole plot. There is a blog on GB about it but, it's outdated.
This time, I had something I didn't have before. A plan. First, do the technical part, then the assets and to realise the concepts.
I stuck to it initially, and it worked. I coded some vehicles, weapons etc.
Well, I couldn't stick to the plan and alas, my laptop was from 2007 so it wasn't really suited for CryEngine 1.
I lost motivation for that one too, since I started working on the whole mod instead of finishing the damn technical part. It was a fun ride, though. Who knows, it might just get that sweet revenge of being revived as well. Not entirely sure, but I'd love to do it, since Far Cry is such a nice game to make mods for.
These old mods of mine are definitely merely historical papers right now, but they paved my way in various skills, and brought what can be years worth of thoughts, stories, and a bit of love. They may be definitely dead now, but I'll bring them back to life. One day.