Third person horror adventure designed for Half-Life 2. No weapons, no fighting. Only means of survival is to run or sneak past the monsters.
Added some voiceacting previews and wrote a news item about what´s going on with the mod.
Posted by Leon_Kilean on Nov 2nd, 2009
Since I cant show any new interesting media, I´ll just jabber on for a while,
about things I´ve wanted to spill out. Oh and I skipped on the stupid vertical
banner on the right. The one on other news items. Its gruesome.
General progress jabbering:
I should start with some grimm news: One of my fans died last week.
I should continue with something lighter: It was a computer fan.
No worries tho, the computer I have is brand new, and has a maintenance guarantee, so it´ll be back in my (ab)use in a few weeks, and after that I just need to slap some audio in-game, add two/three props, add particles to the last few segments, and that´s that. OH, and everything is backed up, naturally, and with the latest copies, so no stress. That should teach you a lesson: Always keep your stuff backed up, and preferably in multiple places. Computers are like toys these days, they break after a week of use.
And, even without a computer, progress on Flesh is unstoppable! I´ve received more audio from my voiceactors, Chris and Vanessa. Vanessa is a new addition, but really amazing. I did add some sound
clips to the media for anyone who´s interested. It was hard to decide what I should show from Chris, since he´s doing some important cinematic-related stuff, but I think I found a pretty good clip.
That´s a preview from the finale
Technical jabbering (less interesting)
Flesh used to work with JUST the keyboard, no mouse, and some of my playtesters didnt really enjoy that control scheme. It was an old-school arcadey thing. So I had to enable the mouse back in, but I did disable it from moving up or down. The reason I dont want people to look up or down is a stupid graphical glitch with the player model. I´ve used the very same glitch for my advantage with the flashlight in Flesh, so I´ve decided not to fix it, just go around it. But yeah, I found an ok-solution for everything, and it doesnt feel bad in-game either, really. In other concepts it might be, but here it works.
Speaking of glitches, they´re not always such a bad thing, or worth fixing. I can think of two or three situations in Flesh, where I´ve noticed some bug with some material settings or a way a model compiles, or whatever, and then I´ve later on done the same thing on purpose, to get some specific effect in-game.
Community jabbering (more important stuff):
Flesh made it into the Podcast 17 a few weeks ago, that was pretty cool, I like listening to their chats so that was a very pleasant surprise. "Minimod", I really enjoyed that part. I´d love to keep that tho, it packs nostalgy for me: its from the early alphas. Dunno, we´ll see. Oh and one of the guys mentioned the news updates I release are interesting, so that froze me. Damn praise.
I´ll need some extra playtesters soon-ish, after I get the final voiceacting in-place. So if you feel like it, you can contact me about that, and then you´ll get to play the mod before the rest of the community. There are three requirements; You better be really darn active in e-mails or MSN messenger (I prefer messenger), the other is that your computer runs Orange box, the third is.. well, general activity. With the playtesting and whatever.
Aight, Im done!
I´ll make this up to you in a few weeks with some fresh media content, so ´till then..
This is taken from the last few levels, a spirit world, in black and white, and first-person view.