Legend of Gordon is a modification for Half-Life 2 in which you set off on an adventure through the secluded world of the Highlands in search of a purpose. Your adventure begins with your escape from the inevitable crumble of your home city. You leave with nothing but the clothes on your back and a hope for survival.
Puzzle shooters already exist of course, so LoG is certainly not breaking any boundaries there. However, I feel there are so many new features that will be implemented into this mod that you will forget you are playing HL2. Here is just a list of some, some may or may not make it into the final release but I will try my best to implement as many as I can.
Cutscenes - These are present in several HL2 mods already, but I think they are a powerful tool for story telling, and they are used in Zelda as well!
Non-Linear gameplay - This is the one aspect of HL2 that people generally rag on. This mod will stray as far from linearity as possible by several means including:
Instances - Essentially, when you enter an area in Zelda, you are taken to a whole new map - an instance. I plan on executing a similar idea in my mod. This will accomplish three very important things:
Re-worked HP and Item system - I'll keep it brief here as I will discuss a lot about the details in the features: Your HP is no longer capped at 100. It is now dynamic. You start the game with 50HP and, through exploration and triumph this maximum can be increased beyond 100 - the sky's the limit (well it's 150 right now...)! Likewise, there will be upgrades for your weapons to find as well. Healing now comes in several different flavors. Literally - you will now find several food items scattered around the world which will be used to heal you for different amounts.
Puzzles - Self explanatory, puzzles that will make your brain hurt!
Basically I want this mod to feel like you are playing Legend of Zelda: Ocarina of Time, except with guns, better visuals, a new story, a First-Person perspective, and an ever-changing and expanding world.
As stated to the right, currently it's TBA. I've been working on this mod for several years. Currently there are 11 maps, and changing them takes a lot of work - I work alone on the entirety of this project. My tentative goal is August of 2016 but please take that with a grain of salt. It could take longer or it could be sooner, depends. I work full time and go to school full time so I'm very busy.
As for how far along I am, all 11 maps are fully laid out and have all puzzles implemented (not bug tested however). Several of the later maps are still in dev textures or just look heavily unfinished. The first 4-5 maps are pretty close to their final versions though.
As stated earlier, I work full time, and I need my job to pay the bills. If you want to help take the burden off of me financially, you can support me directly through paypal by going to my twitch page here:
...and follow the donation link. Every bit helps, with enough help I can take time off work to work on this mod. Thank you in advance!
If you want to support me but don't want to donate/can't donate then honestly, verbal feedback in the form of comments, chatting with me on stream, or hitting me up in my inbox make me very happy. I want to make you guys happy by producing a quality game, and I enjoy talking with the community! Your feedback motivates me to continue.
Press the "articles" link, that will take you to all of the weekly updates I have for this mod. In there are plenty of images. The screenshots are honestly pretty old as of writing this (11/19/2015) and I plan on adding some new ones soon. There are also some archaic videos of in-game footage... I plan on making some new videos soon. There's a lot of pictures in a video for you to enjoy!
Thank you so much for stopping by the mod page! Go click the links up top and enjoy some content, and don't forget to leave your feedback, it helps me a lot!
Thank you so much!
I hope everyone is doing well and excited for another weekly update! This week we are going to be taking a glance over the next map in the series, some other advances made in the project, and the future plans. We will also, as always, discuss how this area fits in with the lore of the game.
If you missed last week's update you can find it here:
Let's get started.
In the ancient times, there was a temple here, residing very close to the ocean. It was known as the Water Temple, and was the third and final temple for the pilgrimage. Thousands of years later, the temple was eventually destroyed by man kind and a factory was built atop its ruins. It wasn't completely buried however, there are still sections of the old temple visible within the modern one. Unfortunately, I'm really not happy with the way the old sections look right now, so there will be no screenshots of that this week - trust me you'd just be looking at boring flat walls with repetitive textures on them, you're not missing anything.
Here is the central chamber of the temple, this is going to be the central area where you can see down into the ruins (not yet visible in this preview of course). You can also see how the maps are getting a bit less detailed as we delve deeper into the map progression. I apologize for that.
Here is an area that has a bit more detail than the previous room. The majority of the factory built here is used to essentially excavate the surrounding areas. The Highlands are a recently discovered area that is incredibly interesting to human kind. The purpose of this factory is to effectively research the area. But due to the large volume of useless material (rocks, debris), there is a highly efficient process in sorting the found materials. Here is the inside of a facility designated for that purpose.
What's a temple without puzzles? Here is one of the most complex puzzles I have made to date. I created it with one solution in mind, however, my beta testers have found several other ways to beat it. I decided to leave alternate solutions in, it makes it a bit more interesting for the player I think!
I tried to have thematic coloration in some of the chambers. In the above chamber the spotlights are purple, the one below is green (hard to tell from this view but it is green). I colored the chambers (and it will be more drastic later) to keep the player aware of where they are in the temple.
Another area that is near the old temple. Behind the player here is the old ruins, and you can see ahead is a bit more futuristic factory area.
Red colored puzzle area. Another interesting and fun puzzle.
The penultimate chamber of the temple. Here you will be descending to the bottom where you will eventually transition to the next map. As it stands currently this is a point of no return, but as I have mentioned before I am most likely going to do away with this game play style and turn this into a chamber that you can back track through somehow.
Unfortunately due to the break I wasn't able to work on Legend of Gordon as much as I hoped I could. What you see is mostly stuff that I had finished for a long time. However one big advancement was made. I did manage to successfully create the dynamic health system I had hoped for as well as creating a working model of a non-linear world. Here's a quick description of what that means:
Dynamic Health System: Throughout your adventure you will complete tasks that will increase your maximum health. Because of the way health kits work in classic HL2 I had to completely rework the healing items to work with the system. The result is a much more interesting health system where you will find randomly generated health pick-ups and extend your maximum through exploration.
Non-Linear world: I always felt like Half-Life 2 was very restrictive in that the story was very linear. This mod will allow you to freely travel between maps. If you feel like a temple is too difficult for you, go on and finish some of the easier content, get stronger weapons, more health, and then travel back to give it another go!
These systems are fully implemented into the first 2 maps. These things take a bit of work, so I'm going to wait until much later to get them fully implemented in the rest of the game, but everything DOES work in the two maps as it is supposed to.
There will be (realistically) 3 or so more map updates, as the maps are really starting to look sparse. I am happy with the implementation of the two very important core gameplay elements I wanted to feature in this mod; it is really starting to feel more like Zelda. I know I talk about a video every week, but I really think next week I'm going to release a video showing you guys some gameplay. Since most of the gameplay has been implemented I will most likely spend the coming weeks just making the game look nicer, and going through the maps one at a time and really polishing up the puzzles.
Thank you everyone for tracking, it really means a lot to me, and motivates me a lot to keep going. As I mentioned last week, I try to stream whenever I can (though I haven't lately because I've been so busy). I hope to see some of you guys there, you can find a link to the stream in the mod description.
Thank you all so much again, I'll see you guys next week.
No articles were found matching the criteria specified. We suggest you try the article list with no filter applied, to browse all available. Join now to share your own content, we welcome creators and consumers alike and look forward to your comments.