Can you last until dawn? In Petrified, a Source-powered multiplayer game, a band of humans is pitted against an array of statues possessed by evil Watchers—the protectors of the graveyard. A few are coming close when no mortal is looking, looking to steal souls and swell their own numbers. As a statue, you can enjoy the thrill of the hunt waiting for the right time to strike. As a human you’ll be running around a chilling landscape that never moves yet constantly changes, and when you have finally realized which statues are real and which are fake, it may be too late!

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3 comments by blu.knight on Apr 14th, 2009

Since March 7th, playtesting has been over, and we have been on a hiatus from Petrified. We completed the for-credit portion of the project (we got an 'A'), but there is more to do! We have been buried in other work, but soon, classes will be over. Petrified is very close to a public release, but before that there are a few things that need to be taken care of.

  1. I need to port our code over to the new version of the SDK, which will allow me to change the player models to something other than the counter-strike terrorist.
  2. I need to fix demo recording. Right now, demos don't capture the map panel, and so don't effectively record the gameplay. In order to be able to make some good trailers for our game, this fix is necessary.
  3. This one is probably the most important. I need some willing souls, and their servers. If you are a server admin and would be willing to host a Petrified server for 8 to 16 players, please message me.

Thanks for your patience. Here's to hoping it will pay off. ;-)

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Post comment Comments  (10 - 20 of 52)
Kitsunami
Kitsunami Jun 25 2009, 1:05pm says:

Hows the mod going ? I dearly want to play it.

+1 vote     reply to comment
Apple303
Apple303 May 3 2009, 3:02pm says:

I REALLY REALLY want to play this :D cant wait!

+1 vote     reply to comment
OctaneHugo
OctaneHugo Apr 17 2009, 1:12pm says:

Looking forward to this. Reminds me quite a bit of a certain Dr. Who episode, a favorite of mine.

+3 votes     reply to comment
hero_kenshin
hero_kenshin Feb 21 2009, 12:48am says:

I think, to add more depth to the game.

You should code a new entity, and use it randomise where each prop statue is everytime you restart the round or change map. So people cant memorize where each normal statue is

+1 vote     reply to comment
Hyouko
Hyouko Feb 22 2009, 12:14pm replied:

While we might consider doing that for a few statues, many of the existing statues are where they are for a reason - they create chokepoints or defend popular camping spots from mortals.

We do have an algorithm that can find valid statue locations, though, so it'd certainly be doable.

+1 vote     reply to comment
blu.knight
blu.knight Feb 23 2009, 3:37pm replied:

In fact, it was in original design to randomize statue placement. But, as Hyouko said, the statues currently serve to make some camping areas less desirable for the Mortals.

+1 vote     reply to comment
eviltoast499
eviltoast499 Feb 13 2009, 8:15pm says:

The beta session was pretty fun, here's some of my feedback:

- Right now the game is lacking ambiance. It needs some soundscapes and sound effects, however I'm sure you already know that.

- The maps could use a 3D skybox or a light touch of fog (fog clouds just above the ground)

- Actual player models instead of the CS terrorist guy.

Otherwise its pretty fun so far.

+1 vote     reply to comment
DAK1LL3r5009
DAK1LL3r5009 Feb 12 2009, 11:51am says:

I like the new vid, There needs to be more than 1 statue type though, just a thought.

+1 vote     reply to comment
blu.knight
blu.knight Feb 12 2009, 12:34pm replied:

Yes, that was in the initial design though we didn't have time to implement multiple statue types. (Oh, the joys of time constraints.)

It is on the "would be nice" list, so if we continue working on this after we have fulfilled our college's requirements, you may get to see some new ones. ;)

+1 vote     reply to comment
DAK1LL3r5009
DAK1LL3r5009 Feb 13 2009, 12:01pm replied:

Yay

+1 vote     reply to comment
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