Hi there, an entire month passed since the last post, a bit more than initially expected. There's a slight delay in my plans for closed alpha testing, but nothing serious, it's almost here. Next time I'll be announcing it along a news post focused in level design. The mod will be open progressively to more people, hopefully reaching the release stage when it's solid enough.
Two areas received most work during this time: gameplay without reality manipulator and improved visual differentiation (different lighting/fog/3dskybox for each dimension).
You may think this is another "Portal style" game where player defies physics laws while doing crazy stuff with a portable device, and certainly you aren't very wrong, but there's a bit more than that. Like Portal, a way to introduce players into new gameplay concepts was needed, so a few features were added: interdimensional gates/windows and scripted ‘interporting'. Using these new tools the game is simpler to understand, less possibilities, fewer chances to do the wrong thing. However, I felt like I could take this approach a bit further, and make actual gameplay for it, not only tutorials. "Singing in the rain" is about all of this:
Act I: The Avatar. Interdimensional gates are the main thing here. They connect both dimensions at some place, highlighting important areas and driving player towards objectives. There's also an interporting ball, similar to HL2 energy ball (bouncing) , it makes possible very interesting connections, far beyond you see here.
Act II: Looking through Gman. This is what I call an interdimensional window, you can look through it and no more. Any model or brush entity can be converted into a ‘window' to the parent dimension, at mapper's will. There's showcased an alternative way of playing using ‘scripted' dimensional travel. Player switches dimensions at certain times or when some requirements are meet. This leaves a wide door open to very rich and interesting game mechanics.
Act III: The Gatekeeper. You can see here a different approach to dimensional travel, a one way type. Player stays in the same dimension and enemies are interported. This is a kind of "last stand" mechanic where player must anticipate the attack and use the available resources accordingly. Here I use the ‘commander' mode implemented in HL2, however it's too rough and simple to manage complex situations, it should be expanded in a RTS-like way.
Get early access.
Previous contest was quite successful I think, so here's another chance to join the closed alpha when is ready. Well, 2 chances since this time there are at least 2 valid answers. First of all, watch the 3rd act, objective there is simple: get through the gate (antlion is guarding it) with Gman following you. It takes a while to open once the enemies are active, so you have to deal with them before trying to get in. There are multiple ways to achieve this so the level is quite open ended, those who find the best two solutions will win. A indispensable condition is no friendly NPC gets killed. Take in mind if antlion gets near a NPC that's an instakill. There's a slight hint shown during the video, not easy to catch probably. Hope you get fun and thanks for participating.