Puzzle based modification for Source engine. Two world dimensions + two timelines, simple but unusual game mechanics.

Requirements: Windows, Steam, Source SDK Base 2007 (comes with any Valve game, including free-to-play TF2)

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A screenshot from upcoming tech demo. A screenshot from upcoming tech demo. A screenshot from upcoming tech demo.
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12 comments by R_Yell on Oct 5th, 2011

This is all... for the moment. I tried to get you a polished and clean final release. Thank you all for the feedback and help received, too few for my needs but useful in any case.


Regarding bug department, a couple of serious bugs have been fixed: energy balls not able to hit bot instances and a player speed decrease after reload. Pretty nasty ones yeah, should be all fine now.

There are some new features too. First one is stats tracking. Getting along with puzzle game development is pretty hard if you have no precise data to improve the player experience. Therefore, I implemented a simple system which collects variables like time spent in each puzzle, reload amount, instance switches, deaths, etc. Then it gets emailed back to me, I plan to create some statistical data based on it. If results are meaningful, I'll share them with all of you.

There also was needed something I call ‘gel door'. It is a new multipurpose object that separates physically rooms, or different areas of each room. Only specific classes can go through each gel door, so player knows which bot class is meant to get you out of a room. This device also prevents any object to be carried away. Visual contact isn't possible through the gel door either.

Most levels have been reworked, partially or totally in some cases. I'm aiming for a better learning curve and higher coherency among puzzles. A new kind of puzzle is also introduced: the dual maze. As some sort of sadistic last challenge, player must get out of a very special labyrinth. Part of the complexity is it shifts around you because your own moves transform it dynamically. It's so complex and confusing that I created this video, I get lost around the middle for a bit ^^ This isn't the only solution, by the way.


There could be a final post describing my experience with the tech demo if I see it fits somehow. For the moment that's all I can offer, hope you enjoy it and please don't stop mentioning the old videos looked much better than this. I couldn't live without it :p

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Tech demo 0.3 (final)

Tech demo 0.3 (final)

Oct 5, 2011 Demo 1 comment

Requirements: a computer capable of running Source engine games, Source SDK Base 2007. If installer doesn't work as supposed, uncompress it manually to...

Post comment Comments  (10 - 20 of 148)
xalener
xalener Sep 16 2011, 9:59pm says:

I have to say, I really liked the old art style better.

+3 votes     reply to comment
macacos2
macacos2 Oct 4 2011, 5:19pm replied:

Yeah, this one a little bit creepy and empty.

+1 vote     reply to comment
Nawwx
Nawwx Sep 12 2011, 2:08pm says:

This looks intresting.

+1 vote     reply to comment
chsignal
chsignal Sep 12 2011, 6:22am says:

This is fun mod, hope that one day you will get old art style back. Keep on good work.

+3 votes     reply to comment
R_Yell Creator
R_Yell Sep 12 2011, 7:18am replied:

At least you still can find the giant jelly cube in the tech demo, somewhere...

+3 votes   reply to comment
TheUnabridgedGamer
TheUnabridgedGamer Sep 12 2011, 1:26am says:

Tracking.

This looks similar to 40 Stories in a FPS perspective, but with some more Portal and LEGO style elements.

Thus, I expect you will likely produce something awesome.

+2 votes     reply to comment
R_Yell Creator
R_Yell Sep 12 2011, 7:17am replied:

Both are pretty different :)

+2 votes   reply to comment
NabsterHax
NabsterHax Sep 4 2011, 3:51pm says:

Wow! So, I played the tech demo and wasn't expecting much because of all the negative comments. Turned out it was actually pretty fun, when you get the hang of how the mechanics work. There were a few bugs, but other than that, a good start.

I played through quite a bit, but got stuck at the teleporter bot level; the one after the "bots as bridges" bit.

I would like to make some design suggestions. Sometimes it's quite difficult to tell between which floors I will be able to stand on within which reality, if you know what I mean. I think if you made all the "blue floors" blue, and the "red floors" red it would make it easier, instead of making all of them a standard grey.

+2 votes     reply to comment
R_Yell Creator
R_Yell Sep 4 2011, 5:41pm replied:

Hey thanks for the feedback :) That puzzle seems to be very counter-intuitive to say at least. Badly designed too. I agree regarding your suggestion, I'll be looking ways to implement it.

+2 votes   reply to comment
R_Yell Creator
R_Yell Sep 12 2011, 7:39am replied:

Thanks for the advice. Well, the goal is always making a game that people want to play, no matter who you are. There are other considerations of course, I'd recommend puzzle creation to anyone wanting to become a game designer. Even if the puzzles suck, all kind of games are puzzles in the end so the experience will be valuable no matter what.

I try to understand what makes the FPS puzzle experience complete, perhaps I can't create some of these elements but I may figure out ways to replace them, somehow :)

+3 votes   reply to comment
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