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Unusual Source-Driven Adventure Game MODs

bengal0 writes "Two new HL2 mods created in six months by graduating students at the Guildhall at SMU are available for download. Both games are single player adventure games, with mouse-driven interfaces focusing on exploration and puzzle solving. Weekday Warrior is a comical game set in an office environment, in which a bored office worker daydreams to escape his normal life. In Shantytown, a girl and her robot companion explore a towering, futuristic city in search of a way to stop the trash that is falling on her house. BitTorrent links: Weekday Warrior, Shantytown."

4 of 33 comments (clear)

  1. Confusing name much? by martinultima · · Score: 1, Interesting

    For a second there I thought it meant "source" as in source code, until I saw the part about Half Life. Talk about confusing – who'd have thought a proprietary game would be called Source? And even the name Half Life kind of gets confusing if you try hard enough (I remember in geometry class, our teacher was showing how to work our TI-83's, and everyone was so disappointed when she explained her "HALFLIFE" program was to determine the half-life of a radioactive atom... I think I'm the only one in the class who even knew what she was talking about). Who knows, maybe it's just me...

    --
    Creative misinterpretation is your friend.
  2. Talk about Unusual! by Dr.+Eggman · · Score: 3, Interesting

    http://en.wikipedia.org/wiki/Kreedz_Climbing Kreedz Climbing, a mod devoted to trick climbing/jumping in levels to reach odd places. Now that's unusual!

    --
    Demented But Determined.
  3. Re:Cross-platform development by Amich · · Score: 5, Interesting

    There are many reasons the school keeps choosing Source for its senior projects. First, there is a history of successful projects at the school using the engine. The faculty and staff are familliar with it, they know both its strengths and its flaws, and that allows them to better guide students through a project. Second, if you look around at job postings you'll find a lot of companies want new employees to have familiarity with the Source engine, sometimes regardless of what the project would actually use. Thus, even though I personally would have preferred a more open / cross platform solution, in the end, having knowledge of Source will help me get a job, and that's ultimately why most students (including myself) came to the school. Finally, Source has a lot of tools developed by the community that save a lot of time on the projects' tight schedules.

    As far as the other engines you mentioned, they have been used at the Guildhall for various other projects. Unreal Tournament 2004 has been repeatedly used for students' first 3d team game, and usually ends up being some sort of team based multiplayer game. DooM 3 and Quake 4 have been used for individual assignments given to level designers.

    Ultimately however, as short as development times are in the school - these two projects above were built in 6 months while we had other individual projects running in parallel - there would not be time to test across multiple platforms anyway. Heck, it's difficult to find time to fully test the game on graphics hardware that we're not using in our development machines.

    -Amich

  4. our source adventure... by bitkari · · Score: 3, Interesting

    I've also been working on a third-person-perspective adventure game mod for the Source engine as part of my studies.

    We built Absence over the last few months of our degree at the University of Salford. There were 7 of us who worked on it, and like the folk at Guildhall, we found the source engine to be very flexible to work with - hammer in particular is a wonderful tool.

    There were a few problems, however. As we were left up to our own devices, we had to rely solely on the modding community for support. This was good in that there are a number of friendly and helpful modders about who are willing to give advice - but there are rather massive gaps in knowledge with the source engine - particularly the coding side of things. When you've only got a short amount of time to come up with something the tech can quickly become a significant barrier.

    Also, getting the game out to people that don't have the game is a pain. Yes, I know this is a totally obvious thing to say, but when you're trying to get an *adventure* game out, using a *shooter* engine means that your immediate audience is expecting something with guns/cars/boobs/etc, and you tend to not get much of a sympathetic ear when discussing your game.

    That aside, tho, source is great fun - and for the purposes of our school project, it did the job admirably.