Post news RSS What to expect for the final product (and the sequel/expansion)

So now that there has been a set deadline to have this mod finalized and set in stone for the whole community to play, I'd like to talk more about what exactly I plan to do when the final product is released, and also about the sequel/expansion I plan to release by early next year.

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So now that there has been a set deadline to have this mod finalized and set in stone for the whole community to play, I'd like to talk more about what exactly I plan to do when the final product is released, and also about the sequel/expansion I plan to release by next year. But first, I can explain a few things. The reason why the new NPCs and such exist through source code modification is because while they'll only appear in select maps outside the normal story progression of this mod (that being the original Half-Life), they will be present during the story mode of the sequel. Now to my plans. So once this mod is finalized for a full release, with it being a major improvement over any older versions of any pre-release builds, I will go on a (hopefully brief) hiatus to go on with my life as usual, while also working on the sequel until I can release a quick demo of the beginning maps, and a trailer to go with it. Once that's done with, you guys can enjoy playing said demo while I post pictures and videos with it's progress until it's done, and then that's it for me here. So I know what you guys are thinking, why do you plan on a sequel? Well, one "very fellow" ModDB user, whose name I'll keep anonymous, suggested to me that this mod was following a pattern or formula of sorts with a slew of "unfunny mods flooding this community today". (despite this specific mod being dead for a year and a half until a popular streamer helped revive it) That formula being to only modify the original models, original sounds, and original sprites to mainly "loud, offensive, and obnoxious" proportions and/or standards while not even bothering to change the maps nor source code to add any difficulty. Now while I do admit to being inspired by this formula quite much, it should be taken account of that this is not the worst example of this formula out there. There are mods out there that outright steal said models, sounds, or sprites, or just lazily edit the textures of the low-poly models to somehow make them look even worse then they were before. These mods alone are why I took the time to learn Milkshape 3d, Blender, and even Hammer and Microsoft Visual C++ 6 to put as much effort and skill into this as possible, and this should not be put in that category. Back to the "anonymous" user, while the main goal of him and his friend, who will also not be named, was to make me "succumb" to their "obviously high" charisma and delete this mod from existence "for the sake of the community", I chose what I considered the next best thing instead. Since it's too late now for this mod specifically to change up from the "formula", I decided to finish what is missing from here to make it the best it could, and then make a sequel or expansion. This expansion, while keeping the models, sprites, and sounds intact from the first, I will change the formula everybody's "so annoyed" about by the addition of new maps, NPCs, and even weapons thanks to the power of map and source code editing with new models, sprites, and sounds to go with it, just as Crack-Life: Campaign Mode did to the original Crack-Life to renew itself. The hiatus I plan to take after Random Day's is to specifically improve on these skills to work on what I plan to do with the expansion, and trust me when I say it'll be worth it in a sense.

tl;dr After I'm done with the first mod, I'll take a break to work on the sequel because you can't satisfy everybody.

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