Radiator 1-2: Handle With Care
Jul 14, 2009 Full Version 31 commentsRadiator, vol. 1 issue 2 (July 2009): HANDLE WITH CARE. You're struggling to repress stressful memories while your worthless husband moans and whines...
Experimental semi-episodic short-form single player for Half-Life 2. Follows a semi-episodic release schedule: each "volume" is divided into three issues released over three a number of weeks months. The maps are packaged together because they're too small and short to release individually.
More Matter (vol. 1)
THEMES: The short story, play, and poem. First loves. California. Psychological repression. New Orleans. The racket that is couples counseling. Being young, being old. Gay marriage. Homeostasis. Government bureaucracy. Acoustic guitar, contemporary piano, and death metal.
11 comments by Campaignjunkie on Oct 4th, 2009 digg this super bookmark
Howdy. I'd like to get started on a French and German translation so it'll be ready by the time I finish everything else and release. Right now I'm planning for French, German, and Spanish (sorry everyone else!)... So if you're a French or German member of the community, please send me a message! Here's the rough workload, and it'll likely take you a few hours:
Ideally, I'd prefer people who like reading books and who have a near-fluent grasp of English, so you'll understand some of the stuff I was trying for in my own writing and translate that with your own sensibilities.
In return... I sadly can't pay you, but I'll definitely put you on the playtester mailing list and give you a hearty thanks in the credits. And then you can point to your friends - "Ha, see? I translated a video game. What have YOU done lately with you life?" You will be the envy of the party.
So in developing this style for the submarine, I wanted something that was part untextured model render, part realistic, part shiny / metal, part flat-shaded, and part undetailed.
In general, the more detailed / "realistic" something is, the less symbolic it can become in the player's mind - because the designer has already defined the object, that the stop sign is already a stop sign and nothing more - so here I have some vague mechanical shaped things on the walls. It's enough to tell you that this is supposed to be a submarine, but hopefully you're still able to say to yourself, "okay, but what else?"
It's not a photorealistic submarine; it's not trying to be. Real submarines are much smaller, much more cramped, and not very fun to explore. And to me, realism generally isn't a worthy goal in the first place because we already know it's not real by virtue of staring into a screen. It's a like reading a novel.
We know the novel is fiction. We know an author wrote it. Yet, we still get immersed in the novel - the content still engages us. The novel doesn't have to be realistic, but rather it has to be PLAUSIBLE and CONSISTENT. I aim for those goals in my levels.
... But to re-cap: if you're bilingual and you know French / German and English well, send me a message and we can start translating. Awesome.
Radiator, vol. 1 issue 2 (July 2009): HANDLE WITH CARE. You're struggling to repress stressful memories while your worthless husband moans and whines...
<<< OBSOLETE, DOWNLOAD RADIATOR 1-2 (it includes a patched version of 1-1) >>> Radiator, vol. 1 issue 1 (June 2009): POLARIS. You're stargazing in central...
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Brief update for anyone who still visits this profile: I'm semi-crunching to try to finish a build for the IGF student competition. I have most of the submarine built, though only two sections are detailed somewhat properly. I'm currently prototyping the gameplay and trying to get it to work decently.
Emily is no longer a blue glowing Mossman - I could never get the glow particles to render properly. Instead, she looks somewhat scarier in a different way and she's armed with a shotgun. I think it's one of those cases where technical constraints force you to be more creative and ultimately come up with a better design.
Yeah, not to be middle, but the "shotgun" is always a plus when needing details (no, not sarcastic, but it works), get it?
Intelligent and moving mod. Looks great too. I must say though, it took me a while to figure out what to do at the end of 1-1 and the beginning of 1-2.
Looking forward to the next episode!
waiting for it all to be released. some really good feedback, so looking forward to this
this would be better if it didn't use hl2: ep2, but instead just HL2.
I use lots of stuff from Episode 2; props, textures, sounds, models, AI, etc... and I don't code, so using the Orange Box base is out of the question for me. Sorry.
I love the mod so far, a hefty and healthy dosage of wit there in the second part. Plus potentially sad stories are always good. Call me depressive, whatever.
Just don't get the idea that nobody's liking it, and please don't bail before releasing the next :).
polaris ? lovecraft?
What do you mean by silent? I mean, a brief voice over clip might play, but that's it.
I was thinking about the characters talking to each other (I thought I was missing something). But I don't have a bug, I just saw what you made and intended for us to see.