Everything we had by 3rd of December. If you don't want to use SVN, download this.
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.
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.
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
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:
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