Portal: Stay Inside: Difference between revisions

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m (Updating introduction and section on developers.)
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This mod will have some brilliant content contributed by other gamers, including:
This mod will have some brilliant content contributed by other gamers, including:
* ReepBlue's excellent Portal Warm Textures (get 'em [http://forums.thinkingwithportals.com/dload.php?action=file&file_id=305 here!])
* reepblue's excellent Portal Warm Textures (get 'em [http://forums.thinkingwithportals.com/dload.php?action=file&file_id=305 here!])
* A few great signage textures from Farragar (get 'em [http://forums.thinkingwithportals.com/dload.php?action=file&file_id=230 here!])
* A few great signage textures from Farragar (get 'em [http://forums.thinkingwithportals.com/dload.php?action=file&file_id=230 here!])
* New game concepts (such as timed buttons--I know I could've used switches, but whatever)
* New game concepts (such as timed buttons--I know I could've used switches, but whatever)

Revision as of 12:59, 15 July 2009

Development.png

This mod for Source is currently in alpha development.

Introduction

Portal: Stay Inside is a third-party modification for VALVe's Portal by me, WinstonSmith(Note: the PSI project hasn't been transfered to a different user; see my userpage for details). It contains a series of puzzles just like the original Portal, but one of my priorities is to add a deeper storyline. I am (as of June 2009) making progress in developement; I've finished the first few maps and am working on further puzzles.

Who's Working on This Thing?

As of now, I'm the only person who is working on Portal: Stay Inside. This is mainly because I'm very busy, I don't have much time to devote to the mod, and I'd like to be as integral as possible to the development.

So What Makes This So Special?

This mod will have some brilliant content contributed by other gamers, including:

  • reepblue's excellent Portal Warm Textures (get 'em here!)
  • A few great signage textures from Farragar (get 'em here!)
  • New game concepts (such as timed buttons--I know I could've used switches, but whatever)
  • Possible new voices. Because I don't have the equipment or the resources to record my own voices (not to mention the skill to edit the files to make them sound GLaDOS-like), and because FacePoser is an incredibly oblique piece of software, there's a good chance I'm going to default to the included scenes.

It probably will have none but the simplest models, as I'm currently using Google Sketchup as my modelmaking program. I might, if I have the time, learn the basics of XSI, but for now I'm content with Sketchup. The tools I use to convert *.skp files to .mdl files are called PlayUp Tools--Google it and check it out!

I'd love to introduce new puzzle designs or game elements, but I can't do anything with coding because I've barely mastered the C++ "Hello World" program.

So What's Next?

If all goes well, I'd like to have a website/blog up and running for the mod. I'd also (obviously--isn't this the dream of any developer?) like to have VALVe take notice of the mod once it's public.

Media, etc...

A Final Note

Please leave any questions or anything on the talk page--I'll be checking this article frequently. I will also be, most likely, modifying this page very often.