Welcome to Project Fedora's first news post! In this post we detail the progress done so far in the mod and we dig into deeper details. I'm That Namelezz Guy, the project leader and community manager. What you see here is all work in progress and can change during development.
General
Project Fedora aims to provide action and adventure in a first person perspective - something not catered by games today. True exploration and discovery are also almost completely out of fashion in game design when it comes to first person games (Fallout 3 brought welcome change).
Feeling adventurous? You should be able to choose your own path instead of developers!
The mod team is trying to capture that adventure feeling seen in countless movies (Indiana Jones franchise, The Mummy series, National Treasure et cetera) by giving the player complete freedom of exploration. This means we also replicate the dangers of these temples - spiky pits, rolling boulders, snakes and scorpions are regular foes which you must combat using your wits and not your trigger finger!
Gameplay
The gameplay is simple. By mysterious circumstances you're sealed inside a temple and the only way out is a door blocked with a lock that only accepts a treasure Idol as a key for it. Your mission? Find an idol and escape the temple. There are ten idols in each temple so there's a good chance you will find many of 'em.
You might think this is easy - you're wrong. Temples are boobytrapped. And there's a lot of different dangers. Here's a good list of them.
- Pits: spiked or non-spiked, endless or not endless, do not in any circumstances fall down one. Sprint across or find a way to cross it other ways.
- Arrow Traps: Watch out for raised platforms, suspiciously inviting treasure or direct sunlight. Anything can trigger one. When you pass through a volley of poisonous arrows will rain on you causing instant death! Use a crate as a cover if you want to get past one.
- Timelocked Doors: Relatively rare but still very dangerous puzzles which trigger traps if you fail them. Find out what you need to do - be it opening a door by finding two keys quickly or anything alike. Prepare for the consequences if you don’t do it in time.
- Temple Wildlife: Scorpions, snakes and other very loving temple critters will instantly poison and kill you if you happen to get close enough for them to bite. Shoo them off with your torch to keep distance (note that you can’t do this forever) or, more safer, avoid them.
- The Boulder: Temple creators have obsessed over them and no wonder. Very quickly moving, always deadly and hard to outrun! It’s what almost crushed our beloved Indy. Use safe corners to your advantage, sprint as fast as you can and do not look back!
- Crushing Walls: Walls closing down on you? That’s not impending schizophrenia, although it may make you think so! Put a brick between one if you want to avoid turning into a pancake.
That's not the complete list. Traps are limited by a mapper's imagination so expect some creativity.
Taking an idol will also anger the ancient Aztec gods. It's their heirloom and treasure so anything can happen to you if you are not careful. Walls and floor might crumble, boulders be thrown at your general direction and snake pits can appear beneath your very location!
Many might not notice the light above the idol that will trigger a deadly volley of arrows...
Inventory
Notable change in this game is that it doesn't have lots of combat. The game won't give you a shotgun or a machinegun to just run and gun your way through temples. What it does give you will be the best friend you'll ever have - the torch!
Perhaps the most useful tool ever, it lights up dark pathways and can be used to shoo scorpions and snakes off your back. In some puzzles it is used to light up pedestals and burn ropes.
Immersion
Completely drawn into the game? It's possible. In Project Fedora the thing you'll probably notice first is the total absence of a heads up display. And perhaps you notice something when you look down.
"Woah, I have legs!"
Full body awareness was decided very early to the design document of Project Fedora. It boosts immersion considerably and looks amazing in-game. As it's still a work in progress implementation you might notice some misaligning near the neck and head area - these issues are being worked on. The implementation was made possible by our talented coder Danharibo.
Artstyle
Project Fedora aims to be set in the 30's and that means we have a distinct style to use in loading screens and videos. We call it the "Old Diorama". Grainy black and white films that look like they are out of an old slide projector are common throughout the game.
Here's the Project Fedora's startup splash video just to show how it looks like.
Conclusion
You've now entered the world of Project Fedora. We hope you like the progress made so far and continue to support us by watching our mod page for updates and giving us constructive criticism about the project.
Hold on to your fedora till the next update!
- That Namelezz Guy,
Project Lead / Community Manager
Looks interesting. Good luck on this one!
looks pretty cool
Interesting... tracking!
looks interesting, i'll keep an eye on this one :D
looking good
Thank you. This is the creativity I've been waiting for. So many mindless shooter mods lay abound for HL2. I just wish we had more story driven action/adventure (and actually mean something when adventure is tact on) mods for source.
Keep up the good work. I look forward to reviewing the mod.
For the video, since I'm thinking that your trying to create a slide effect. Check out Fallout 3, and the pre-menu/menu bg effect. Try to make the slides move downward while it becomes bright. It looks good as it is, but the effect isn't as clear. It mostly relies on the sound to give you an idea of whats going on.
Good luck nonetheless.
Thanks, I'll try that. Relatively new to Sony Vegas :P
I love how you didn't just call it Indiana Jones: Source like so many others would have gone and done. The difference between being inspired by source material and recreating it is lost on the majority. Good luck guys!
The inspiration isn't just limited to Indiana Jones. I recently posted a blog post on the official website about my sources of inspiration :)
Namelezz.net
Nice to see adventure mods. Good luck!
P.S: Tracking.
Hehe... Awesome, Indiana Jones FTW!
Can't wait to see this mod finished.
I bet that leg shot is on dm_brige :) I think this will be a promising mod :D
Nice! We need more adventure in our action/adventure games!
Thank you all for your positive comments :)
And yes, that is Danharibo testing on dm_bridge.
lol I new it! I think I know to many maps...
Sounds good, especially like the idea of no shotguns and machine guns ^^
You made one sexy newspost here, especially for a first one!
Keep it up :)
*Tracking*
As long as I can see the legs im happy :D
Many underestimate the immersion that full body awareness gives. It adds a new dimension of realism to any game. Not many games use it because of the possibly hard implementation but if it was in more games (CS:S, HL2 maybe even TF2) it would add to the feeling of being there.
It also allows the computer to calculate movement and physics correctly, which in its own, makes movement more immersive. Its hard to do that when....there isn't anything there. haha
Looks like indiana jones xD. Great work on the body thing looks nice.
DO WANT. I've always wanted a game/mod with Indiana Jones atmosphere.
Being a fan of the Indy and Mummy series I'm really looking forward to this. I hope you are able to prove to the community that Source Mods aren't limited to the straight-up shooter genre; watching!
Don't forget, include some puzzles which involve investigation and translation. Having various paths to get to one point can allow different difficulties in paths/puzzles. So for instance, one path may be easier, while the hardest path requires you to analyze glyphs/paintings that hint at various elements of the puzzle.
So much can be said if you execute this correctly. Best of luck.
translation? SWEET!
That's actually a very good idea. I'll look into it!
This mod look very promising, finally a body awareness and not the f*** HUD.
There is no specific need for a heads up display (as everything dangerous kills in one hit and there are no ranged weapons) so we decided to just take it off to enhance immersion. Tutorial in the game is provided by just showing it on the screen and highlighting game elements around the player.
How do you make the legs?
It is done by a series of umplax movement scrips followed by the enrique hand trick, interesting thing about the hands is that it curves in to the flaxtoid, now the flaxtoid is a series of }]]-[ followed by the E-+=-Mc(-) elcartio. That is how you do it...
What did I just say?
We just make the rest of the body in a modeling program (complete with hands), hide the initial viewmodels and make it respond to the player camera viewpoint.
We're planning on adding a tutorial about it on the Valve Developer Wiki after the mod is done.
Looks like the head is on a stick tho. Can almost see your shoulders. Because of FOV? Should change it a bit.
Yeah we know about those issues and are working on it as I said in the news post :P
Source isn't the easiest engine to work with when it comes to the player camera.