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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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  (50 - 60 of 148)
paladinx829
paladinx829 Oct 12 2010, 9:15pm says:

well any news?
ever again?
HELLOZORS!!!!!111!1one?

+1 vote     reply to comment
R_Yell
R_Yell Oct 13 2010, 10:20am replied:

Do you want me doing stuff or posting news? ^^ All going fine, according to plan.

+3 votes     reply to comment
Herasy
Herasy Sep 6 2010, 11:01pm says:

So are you still working on Fistful of Frags instead of this?

+1 vote     reply to comment
R_Yell
R_Yell Sep 7 2010, 4:04am replied:

I tried to share time across both projects. Still had to decide what DR was going to be exactly, and that doubt has been cleared up completely during this time. The fact is a feature in FoF 3.1 is actually meant for DR :)

+1 vote     reply to comment
Eblup
Eblup Aug 13 2010, 11:50pm says:

I am very excited about this mod. I program myself but I am no where close to you. I am curious on how you got slow motion, and the full body awareness to work so well.

+1 vote     reply to comment
R_Yell
R_Yell Aug 20 2010, 5:13pm replied:

Slow motion is done like pretty much any other mod, using host_timeframe for the whole scene. Full body awareness was done using 3rd person camera (also added 3rd person animations to singleplayer) and setting its origin to player eyes attachment. Since I moved to multiplayer code, slow motion is only used in singleplayer mode, and player view is stock again. Not a big deal since it wasn't necessary at all, just something cool. Gonna post some news soon, this time for real ^^

+2 votes     reply to comment
Eblup
Eblup Aug 28 2010, 5:19am replied:

"also added 3rd person animations to singleplayer" That is where I am stuck...

+1 vote     reply to comment
R_Yell
R_Yell Aug 29 2010, 7:28am replied:

You have to add all the hl2mpanimstate stuff to SP project. However a simpler solution would be using a HL2MP mod, then set maxplayers to 1 to activate all SP features, and there still will be some minor tweaks needed like savegames. Compare hl2_client.cpp vs hl2mp_client.cpp, the changes needed are pretty simple. Well, one or another way, whatever makes you feel more comfortable :)

+1 vote     reply to comment
PhaserRave
PhaserRave Aug 22 2010, 4:18pm replied:

Glad to read you're still working on this mod!

+1 vote     reply to comment
ilovegmod
ilovegmod Aug 10 2010, 10:33pm replied:

Then y dont you release a tutorial map, i eman you got all the coding done apparently, so just release as a tutorial demo or somthing

+1 vote     reply to comment
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