Galactopticon SVN snippet - Dec 3rd
Dec 3, 2010 Demo 12 commentsEverything we had by 3rd of December. If you don't want to use SVN, download this.

Plot:
The year is 2200 AD. Our hero, John Solomon, is a down-on-his-luck Laituurian gun for hire living on the planet New New York. After a run-in-with the local mafia, he lands the job of his dreams: a ticket off-planet on a shipful of interstellar pirates. But when Solomon and his new crewmates are contracted to retrieve a priceless alien artifact from under the nose of the interstellar British Empire, they may have bit off more than they can chew.
Gameplay:
TFTG will feature crisp ironsighted shooting and regenerating health, augmented by an RPG-style branching dialogue tree system that will allow the player to talk to NPCs, make decisions that influence the story, or learn more about the game world.
Visuals:
The visual style is caricaturized and somewhat cartoonish--somewhere between Team Fortress 2 and Mass Effect. Galactopticon places a premium on striking, colorful level design. Everything will be exciting to look at.
"Listen, three eyes," he said, "don't you try to outweird me, I get stranger things than you free with my breakfast cereal." -The Hitchhiker's Guide to the Galaxy
5 comments by Dušek on May 2nd, 2011

Hello again! We're proud to announce that several of our team members took part in an interview with ModInformer, discussing what goes into a sci-fi source mod like Tales From The Galactopticon. Here's a taste:
DW: It’s not as much of an issue as you might think. We have some very talented artists and great concepts to work from, and visually things have been coming together nicely. I think some of our main limitations so far have been the constraints of Valve’s biped skeleton–since we don’t have a dedicated character animator, we can’t get too crazy with the alien designs. There’s also not much built-in support for cutscenes in Half-Life 2, so we’ve been trying to come up with ways to do those.
CW: When I’m working on stuff for the mod, I don’t think of it as a mod for Half-Life 2. I think of it as a chance to make my own game, full of my own ideas.
JJ: I’m trying to get the team to work as efficiently as possible. This is partly why we’re still using the valve biped skeleton on all our characters. We’re also trying to make the mod very unique – It’s easier than one would think on the Source engine.
Finally, here's a couple new bits of media you may not have seen:
Everything we had by 3rd of December. If you don't want to use SVN, download this.
The Winning Smile orbits the planet of New New York.
Everything we had by 8th of July. If you don't want to use SVN, download this.
Everything we had by 5th of June. If you don't want to use SVN, download this.
Everything we had by 1st of February. If you don't want to use SVN, download this.
Everything we had by 10th of january. If you don't want to use SVN, download this.
Latest tweets from @galactopticon
New media was added! Dullahan Comic 1.8 T.co
Apr 27 2013, 11:00pm
New media was added! Loading screen WIP T.co
Mar 15 2012, 8:59pm
New media was added! Motion Capture (!) T.co
Dec 28 2011, 10:07am
New media was added! Galactopticon poster T.co
Dec 19 2011, 6:46pm
New media was added! Solomon T.co
Dec 7 2011, 11:30pm
Why bother with waiting for a new Source engine? Chances are it won't be different from other current engines.
Go UDK now, crowdfund and buy an Unreal Engine License later. With the potential of this game you could easily make 200k in crowd funding. Since the cartoon is amazing, so would be the singleplayer. You have what most games lack - an original and fantastic artstyle + a decent story and compelling characters. Win, Win, Win!
That's pretty true, I think. The quality of this game could bring in a deal from Kickstarter or something like it
Could be there're other issues, or they are wanting to take their time, let it grow in its own time, which I understand.
One last remark, and I'll shut my trap--I believe I remember the project having some obstacles with animations and motion capture. If that's causing a delay, I have some experience with rigging, integrating motion capture that I could share, whatever its value
"We'll be sure to pick it back up when the new source engine comes out "
This is not realy the best approach, you should make stuff like models, concept arts, story lines, animations... it dosen't need new engine. You could make even some comic pages of "Tales from the Galactopticon." Some back story, for fans sake... so people dont forget you.
ps. Don't hate >:D
Rather sad what happened to this. It was a beautiful project with updates nearly every day. The community was happy and the developers were happy with the progress. Then the updates began to slow down... more and more until well. We got here. Why do all the good mods die?
Not dead, more like in lingo. We'll be sure to pick it back up when the new source engine comes out
I think I may have already asked this, but why not use another engine that's already available like UDK or Unity?
Unless you guys are preoccupied right now and expect to be free when Source 2 comes out (a few years?)
of course, not to be taken that it isn't your game, or that taking your time isn't your prerogative and not unwise--I am simply curious if there are any specific issues into which I can perforate my musteline snout and give unqualified and unasked-for advice
The project for sure has a special appeal on the Source Engine.
mod dead? ;/
Not even the Orange Box is fine on the Orange Box engine.